Salty rant, not really... My hopes for balance in 4.0

Varya/Churnwalker were the only heros that were more 5v5 oriented while being released in 3v3

The rest of (older) heros need to be change to better suit 5v5 since semcs main mode is 5v5z

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And Anka, silvernail, Tony.

303030

They weren’t released in the halcyon fold. I mean prior to 5v5 boyo

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You misunderstood him, he said that the only heroes that were released in 3vs3 with kits that translate to 5vs5 are varya/churnwalker - both of them released after the 5vs5 changes started to slip into 3vs3 and around the end of the 3vs3, i.e. they were created with 5vs5 in mind anyway.

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Rip, yes, I misunderstood him. @RiseChu

I also think Baron may fit better in 5v5 too, and reza.

But they made it clear that they want CP Skye to use her Forward Barrage to clear the minion waves. They made this change a couple of patch notes ago. Idk but thats the worst idea since they nerfed all energy items and CD. I really like the idea of adding a cp ratio to her AA.

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This are the changes that i propose. I posted them in Reddit (if anyone wants to participate in that thread they are doing a thread to see what changes would the comunity like to see). Extra: SAW “rework”.

Items:

  • TB nerf: piercing down from 35%25%
  • SH: armor down: 450 : there is no reason for it to have armor when MJ doesnt have shield.
  • Aegis: shield: 4050 ; armor: 4050
  • PS: weapon 30 → 40 : no one buys it anymore
  • SF: base damage 10-120 → 10-100
  • AP: cooldown: 45s → 35s
  • TM: crit damage: 15% → 18%

Phin:

  • Polite Company: FH duration 3-3-3-3-4 → 3
  • Quible: cooldown 9-8-7-6-5 → 8-7.5-7-6.5-6
  • passive: 18% → 15%

He has been a consistent pick for quite a while now usually being top tier, right now due to him having a 57% win rate and ~30% pick rate I think he was too good so this should bring him more in line with other roams. To compensate for the late game nerfs, I decided to make his early a little bit better.

Anka:

  • Dance of Blades: damage 230 → 215

She’s been a very dominant pick since her realease, so this will tone down her strength allowing for a little bit more counterplay

Churnwalker:

  • Futility of life: damage shared 30% → 18-25% (scales with level so it’s not as oppressive during the early game).

Yates:

  • Wolf’s Maw: damage 125-225-325-425-525 → 100-200-300-400-500

Gwen:

  • Boomstick: weapon ratio 40% → 35%

Joule:

  • Rocket leap: stun duratio: 1.5 → 1.2 . Wind up animation down.

This makes it more consistent while not making it broken.

  • BRB: crystal ratio down 350% → 335%

Krul:

  • Shadows empower me: slow duratio 2.5s → 2s
  • DMR: weapon ratio: 165% → 150%

This is an attemp to make him less oppressive during the early game (which is when he is strongest).

Kinetic:

  • Inertial dash: the stun replaces the slow. Slow: 1.5s → 1s

Lorelai:

  • Waterwall: crystal ratio 100% → 85%
  • splashdown: slow: 25% → 20%

Lyra:

  • Imperial sigil: health ratio 9% → 11%

The health nerf the items recieved hurted her more than what was intended, this would make her roam path more relevant

Adagio:

  • Gift of fire: health ratio 9% → 12%

Same as Lyra

Taka: some kind of rework?

Kestrel:

  • Glimmershot: AA damage: 110% → 120% ; cost 70 → 55 ; recharge time 2.4s → 2.2s
  • Active Camo: Weapon needed: 200 → 170 ; cost: 180 → 160

This would help her compete against the other wp carries and also match the WP nerf the items recieved as reaching 200 wp is harder since those changes.

Rona:

  • Into the Fray: cooldown 11s → 9s
  • Red mist: slow reduced

A general buff to make it easier to keep up with the ranged heroes’s kitting, it will also make her ult more impactful as they can no longer just “walk away”. This would allow her not only deal more damage but also maintain her ult making her tankier.

Kensei:

  • Immovable Mind: now 35% weapon * (target max health * 0.022% )
  • Barrier: weapon ratio: 0.04%0.05%
  • Kensho: FH 110 → 0
  • Kensho: now he instantly gains 100-150-200-250-350 FH
  • Kensho: New Overdrive: he blocks the next CC (only 1 CC)

This changes allows Kensei to block the next hit and then strike back empowered, which is how he was intended to be used, though the FH being obtained per second didn’t allow this play style. The overdrive will also encourage the overdrive making the player what skill not to overdrive while don’t making it oppressive as he can only block cc once. In general I pretend him to be orientated to a more skilled play (after all, he is a sword master). The passive changes will allow him to be a little bit more durable and to differentiate more the damage dealt between a squishy and a tanky enemy while not nerfing his damage at all.

BF:

  • FoH: weapon ratio on execute: 10% .
  • On point: slow: 0 → 0 + 10% weapon ratio (up to 30%)

Giving him back parts of his kit while not making him broken again. The problem with him was CP BF as he could just stop any dive with the B, now this will maintain CP BF balanced while allowing WP BF to use his B (as it no longer just gives time to the enemy to scape), increasing his tankiness (can obtain his barrier) and making his passive more relevant for his WP side.

Reim:

  • Frostguard: damage to FH: 20% → 25%
  • Winter spire: cost: 60 → 30-35-40-45-55

This would make him tankier (which he needs right now) and also prevent to be as energy hungry as he is right now, specially in the early game.

Ardan:

  • gauntlet: cooldown 110s → 100s

Varya:

  • Chain Lightning: damage 147 + 40% → 135 + 35%

SAW :

  • Weapon power: 50-105 → 65-120
  • passive: stacks 12 → 10
  • passive: attack speed: 15% → 18%
  • passive: movement speed -0.12 → 0
  • passive: New : range: 0 → -0.1 (reaching a 5.6 range)
  • Supressing fire: now can be cancelled as soon as he wants obtaining stacks depending of the time he has been using it.
  • Mad cannon: weapon ratio 0 → 20%

This changes allows him to still be a pushing machine but nerfing him for low tiers (less range) while buffing him in high tier (no longer loses speed).

Let me know what you all think!

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:roll_eyes: Because Reddit is a GREAT place to solicit feedback from the player base …

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There was a thread made there :frowning:

Thast why i decided to post it here.

I’m not being critical of you – my sarcasm is directed at SEMC, who apparently feel that feeding the Reddit trolls is the path to success.

Could you delete all the posts in the forum and we all start from zero , and spread positivity in the forum , we appreciate talents and we appreciate hats , and asking for more , do you think the Devs going to make us in their website front page hehehe .

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The thread wasn’t made by SEMC.

Spread lies more like.

The fourms might be more negative (topic wise) than reddit but atleast we talk about real topics that others wouldn’t discuss.

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She was being sarcastic, referencing SEMC’s thread on Reddit, because Reddit itself is trash. As a platform, it’s one big echoing chamber where pro-SEMC positivity ( deserved or not ) is upvoted and anything that is even remotely seen as derogatory to SEMC is downvoted into oblivion. The quality of your post had nothing to do with her reaction; it was the irony that SEMC chose Reddit to ask for constructive feedback.

Honestly, this just sounds bitter. A better fix would be lower SH armor and re-introduce a small amount of shield back to MJ.

Thought process ? I find crit not to be a problem, considering our defenseless meta at the moment. Although, I will admit I’ve been playing considerably less and when I do, it’s usually as a CP carry or roam.

I like the scaling because of the early game but I see no reason to not scale back to 30%. Once again, I could be biased due to how often I roam but Churn felt fine to me late game. Powerful if played correctly yes, but not nerf-worthy.

The only thing going for Krul is his early game. Especially now, in our ranged carry happy meta, he falls off too hard to not give him a chance early.

Not a fan of canceling SF, nor do I see a reason for the buff ( and it is a buff ). Also, 20% is high to start with.


Otherwise, everything else I like, don’t have an opinion on, or am not knowledgeable enough to comment on.

SH should be a purely shield item, doing that would allow the carries to just buy it always just because a SH with Ardmore is far more effective than a MJ with shield.

MJ being buffed (15% is a lot) and it seeing almost no play as it’s overshadowed by TT. This is a buff also to the dead BP due to the inherent synergy it poses with them.

People has been complaining about churns and also he has become a must ban in both 3v3 and 5v5, so I though a tuning was needed.

An early game that was way too oppressive, right now he maintains the second highest win rate both in 5v5 and 3v3 too. This is an indirect buff to the late game scaling heroes that has been struggling (mainly mages) as it won’t just snowball like crazy, leaving for a little bit more counterplay.

Basically the reasoning is that it makes him too vulnerable already, which was one of the problems he is bad in high elo, this way he won’t just get deleted trying to gain the stacks. That 20% was to justify the currently useless ult for his WP path, as a 0.3 delay is a lot when he has that much attack speed.

Basically this. Current version of SAW’s B tends to hurt him when he needs to use it the most despite it being an integral part of his kit.

It’s a bad design in its current state. Time to update him for 2018.

It isn’t 2016 anymore.

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Thats why I proposed that rework, it not only makes him less oppressive in low tiers and better in high tiers, but also IMO easier to balance and less tiring to play against. It also gives him the chance to actually do something as he has now the normal speed of other carries so he can dodge things and kite (reason why he would be better in high elo) at the same time it gives him the possibility of using his kit instead of being penalised by it. I think that in general that reworks would make him healthier in the current game, plus it allows him to actually be a splitpusher (which at the end that’s what he is) by making his rotations faster.

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I think a number of heroes need their kits overhauled a lot or a tiny bit.

Here are the ones I think need some love (or smacking). Warning: Long text walls expressing desires and ideas that may or may not align with your vision of a hero’s kit or balance.

  • Adagio.

His kit overall is ok in its current state, but I want to make him more specialise.
Either rework him to be a pure Captain (meaning no damage boosting, relying on CP for additional power etc), or make him a pure carry hero.

I think he’s best reworked into a carry (so Lyra can be the only healing Captain). Have a kit that revolves around setting enemies alight from afar and then boosting himself only to finish the job. Then the ultimate would be the same but with lesser range and invulnerability while casting.

It’ll make him an easier hero to play, but I think it’ll be better than his rather divided kit right now.

  • Ardan.

A controversial choice. Why do I want him reworked? He’s been too good for too long really.
The rework will target his heroic perk and his resource system.

First, turn his resource system to a timer based system like Rona’s, making it build up passively and from using his B only. Remove any scaling with energy and energy regen items so that he doesn’t get the best of all items (a trade-off for his overall good reliability).

Then, make his A and ultimate have additional boosts based on the level of resource available when they are activated (e.g. A’s barrier is boosted by the level of resource consumed when activated and the ultimate’s speed to cast decrease the higher the level of resource consumed when activated).

Then tweak his A to have less base barrier, remove the slow and less scaling with health and the ability to generate the resource; so that he has to have at least 75% of his resource to achieve a decent barrier while making it a bit fairer.

His ultimate will remain the same, just that it no longer generates his resource automatically when Ardan lands the ultimate. It will still generate the resource when an enemy hits the barrier walls though, so that it can combo with his A.

His B’s cool down will be lowered and its damage reduced to match the previously mentioned changes.

  • Catherine.

She’s historically dependant on her buffs and nerfs to her heroic perk and stun, so a rework should address these. I also want to change how her B works because it’s kind of unreliable against most situations he faces nowadays and shift around her energy problems to be better.

First, I’ll set her A to have a max of 1 second stun and have zero energy cost on overdrive.

For her Heroic Perk, I’ll would have it give 2 amour and shield every time she stuns with her A only. This is to ensure she doesn’t just get whole lot of armour and shield in one use of her ultimate. This will also to cover for her Legendary Talent.

Then, for her B, I would rework it so that it has a fixed duration that does not decrease by being hit. No damage per second or reflect damage until the effect expires, whereby it throws out all the damage she would have taken above the set threshold to the nearest enemy hero or large jungle boss. No scaling with items, just pure stats and the only thing one can affect is its cool down.

For her energy issues, I think just deceasing them to reasonable levels is sufficient. Alternatively, give her a resource system akin to Blackfeather where you can build it up and it is used for casting abilities (some if not all).

  • Churnwalker.

I think his Heroic Perk and A interaction should have a ‘scale down’ style of scaling.

What I mean by this is:

~ 1 hooked - Health Regen = 20%, Damage Share = 0% (Duh).
~ 2 hooked - Health Regen = 18%, Damage Share = 30%.
~ 3 hooked - Health Regen = 16%, Damage Share = 27%.
~ 4 hooked - Health Regen = 14%, Damage Share = 24%
~ 5 hooked - Health Regen = 12%, Damage Share = 21%

And so on and so forth, up to how many targets he can actually hooked.
Sounds absurd, yes, but who knows until we test them, no?

  • Idris.

I think the two paths style of play he has is great, but it creates a weird balance where he can be oppressive or just weak. Then there’s the mixed build that manages to wreck people.

My proposal for his rework is to remove his path unlock from his Heroic Perk to his ultimate, with the proper renaming of course.

What this will do is something similar to Malene’s, where he gets his ultimate at level 1. He chooses weapon and crystal at the start, rather than scaling with items.

Why set one path? So that he has a clear build that he has to go for, rather than depending on items that can change like a fickle thing.

  • Joule.

Her A needs to wind up faster and less stun to compensate. It’s so mediocre, even when she was meta in a triple stun comp. Other than that, her kit is pretty ok.

  • Kensei.

Honestly, making a tank buster when tanks have different aspects they can go to rather than just go health items was a silly idea.

I would rework him instead to be more of a bruiser that doesn’t depend on the enemy to be relevant.

Rework his heroic perk to scale of his own defences, but remove the bonus damage. Make him have something like Grace’s perk, reducing the cool down of his abilities. It may seem excessive, but his energy stats will be the gate to preventing the stuff from being OP, though Spellsword make break that.

In that case, a unique resource would be good to have instead. The unique resource also should not have the capacity to be generated by Spellswords energy regen passive like how it’s able to do so for Ardan.

  • Ozo.

Rework his B to give him invulnerability while it is cast. It’s painfully easy to disrupt it as it is now.
Then alter his energy stats to give him more easier energy management.
Overall, he just need some stats adjustments to make him viable to in at least Ranked play.

  • Petal.

She just needs to have 100% overhaul of her kit.
To me, she either needs to have 100% of her damage shoved into her munions (and what they do) or just her seeds.
Obviously, it is best change her kit of particularly be orientated towards her munions, as they define who she is.
I’ve did a rework idea sometime ago related to that.
However, I’m not opposed if she gets a full overhaul that rids her entirely of what she has now.

  • Reim.

I think he just need a slight rework that doesn’t lock him in place too long.
If they actually just revert him to the time when he was meta, I think it’ll be ok. Considering that we have Mortal Wounds items.

  • SAW.

He’s a problematic hero, has been so for a long, long time.
Personally, I get rid of his identity as the immobile and high attack speed hero. It’s either powerful or under-powered.

First, I keep the idea of stacks. He should not have his move speed cut, but also they cannot have his move speed increased (such as his Epic Talent because that’s busted and very annoying).

However, limit the attack speed he gains from the stacks. Enough so that he’s on par at least 20% more than the lowest attack speed stat given by a tier three item.

His B, though strong, is detrimental because it makes him stay in place far longer than most heroes. I would rework it to be more of a ‘tap to boost’ style of ability. When activated, he loads shells into his cannon that enables him to deal CP damage. Kind of like an Alternating Current for free?

Other aspects of his kits should be fine. It’s essentially just to make him not stationary.

  • Taka.

I would rework this guy to be more of a burst hit and run hero, just like Koshka to a certain extend.
I’m not really sure how to rework him, so feel free to bounce some ideas.

That’s all for now I think.

Rip ardan then. That’s a huge nerf.

There goes the originality… honestly, I don’t see any problem with the current perk. If you make that, what would you make his perk do?