___Map Scouting Heroes___
All MOBAs have wards but not deadlock. And just making a ward support item is kinda lame. Why not give some heroes abilities based on getting map vision?Grey Talon
[2] It can be reused in the air to make an additional jump, but the flight ends.
[3] New ability: Talon launches an arrow that can ricochet from walls up to 2-3 times. After landing, it scans the area around itself.
{Inspired by Sova from Valorant}
Ivy
[3] The Stone Form leaves a statue behind that provides a vision of the area.
Has a health that drops to zero by itself within ~1,5 minutes.
McGinnis
{I like the idea of an engineer/sentinel-type hero that prepares a place for a fight in advance by setting up turrets and blocking one of the passages. It would work even better when more objectives would be added to the game for McGinnis to prepare for contest}
[1] Turrets stand for ~1.5 minutes.
There is a maximum of 5 turrets that can shoot (and maximum 4 charges of the ability + cd in-between placing turrets), and they need to be within the area of ~50 meters from McGinnis.
Turrets far from McGinnis (or over the limit) work like wards.
[2] New ability: Stimpack (can be used on herself or an ally within close distance). It quickly replenishes health, accelerates movement and shooting speed, but the effect fades within 5 seconds, after which movement and shooting speed slow is applied for 5 seconds
[3] The narrower the space - the higher the wall; the wider the space - the lower the wall.
Also works like a Sage wall from Valorant (can stand for 1 minute, but can be broken by enemies. In the first 1-2 seconds the wall's health is very low)
[4] McGinnis has a Megaturret charge bar. If it is more than 50%, then McGinnis can set up a Megaturret in 1.5 seconds that allows her to shoot like the current ulti + fire her machine gun.
During the ult, McGinnis is immobile (but can end it early and then set up again if more than 50% charged). Maybe it would also give an additional bullet res and head protection.
Vindicta
{Her 3rd ability is kinda boring rn}
[3] Crows can be sent into the air, and they will patrol a certain area from the sky and give minimap vision. If an enemy walks into said zone, the crows will dive down at the opponent and give Vindicta and her team a map vision of him.
___Map Tunnels Heroes___
Some of these changes would work only if there were ways to go from the tunnel area into a Midboss pit, like in a train area a special switch to open the doors for a time. On the other side, there are grates that could be broken with 3-4 heavy melees (and then they are restored through some spirit shenanigans)Mo & Krill
[2] Borrow makes Mo go through tunnels
Sinclair
{I like the interaction between 1st and 2nd abilities. And even some ultimates can interact with his clone, but not his 3rd ability}
[2] Swapping places with a clone replenishes a charge of his third ability (once)
[3] Only works on 1 target.
If used on allies, hides them under the hat (like Ringmaster from Dota2)
Using it on an enemy turns them into a rabbit.
Allows the use of tunnels.
{It also gives him a support that saves teammates playstyle}
Viscous
{I just want more heroes in the tunnels}
[Alt-fire] is combined with the previous 1st ability
[1] A new ability that turns Viscous into a mass flowing on the ground, which slows down the affected enemies. Allows you to use tunnels
Vyper
{Doorman's ult is such a cool and interactive ability that could have been just a boring "disappear from the map" ability. It would be cool if there were other unique interactive abilities}
[1 and 2] The dagger has an effect of the Lethal Venom. But the damage does not depend on the missing HP, but on the accumulated stacks from Viper shooting the target (x2 stacks for shooting in the back)
[2] The Viper wraps around the enemy for 4 seconds. QTE appears every 0.75 seconds (w, a, s or d). Viper's successes extend the effect by 0.75 seconds. Enemy successes reduce the stun time by 1 second.
{Inspired by Vipers from XCOM 2}
[3] Can slip into tunnels
[4] Viper's eyes light up bright red. After a second, all the enemies that look at her are petrified.
{CS flashbang mechanic. Also nice synergy with 2nd ability in a teamfight}
___Other Heroes___
Abrams [4] Abrams flies higher and can cover a longer distance. The preparation time in the air is longer.
{Makes it a semi-global ult closer to Dawnbreaker's ult from Dota2}
Bebop
During the ultimate, you can use the following abilities:
[1] The hook roots the target for 1.5 seconds (for 1 second if the target takes damage from the beam)
[2] Bombs are used as usual.
{Just more interactions in his kit}
Drifter
[3] Passive affects targets under the ult effect if they don't see their teammates (15 meters)
Dynamo
{It is pretty neat that he pulls enemies with his ult and his teammates with his 2nd ability, although it is kinda ass in that regard}
[1] The first skill pulls enemies from the air to the ground.
{To enhance the gravity theme and help with setting up good ultimates}
[3] Works like the current McGinnis' heal, indirectly attracting allies to Dynamo for the strong buff
Holliday
{Her current passive feels kinda meh. This way it is more interactive}
[3] New ability: Holliday takes aim and fires accurate headshots until she runs out of bullets or cancels the ability. Headshot damage is passively increased by x0.5 or even x1.0
(Works like Lash's ultimate mechanically, but does not lock her in the air, although it forces her to stand in place if used on the ground)
Kelvin
{His ult is too good, which makes it necessary to nerf his other abilities. With this change, his Ulti is not as busted}
[4] You can dash through the dome, but the freezing effect is applied for 1.5 or 2 seconds and movement+dash slow for another 3 seconds.
{It also decreases its value as a catching tool and makes more emphasis on the healing aspect of the ability}
Lady Geist
{Her 1st ability feels completely unconnected to her kit}
[1] New ability: Sends forward a spectral hand that slows down opponents on hit.
The target slows down twice as much if affected by the 2nd ability.
{Makes it harder to break distance with Geist}
[3] Increases the amount of spirit damage buff even more (gun damage buff stays the same)
{to compensate for lower damage on 1st ability}
Also lowers the amount of enemy min health from the Soul Exchange by 2% for each stack
{I just think it would be neat}
Lash
[3] Using it on allies speeds up their movement
{Dota's Bullwhip neutral item was pretty fun}
Mina
{Small adjustments to make her less frustrating}
[2] The CD between the uses of the second ability changed to 2 seconds.
T3 upgrade - Flying through an enemy hero steals their health, 1 stamina and slows them down. (and -cd as before)
{Makes it more useful to use aggressively, which can be punished}
[3] T2 upgrade gives less flat damage, but scaling becomes stronger. The T3 upgrade reduces the target's spirit res (flat number is small but scales with spirit power).
{Makes her weaker during laning phase but makes her deal more damage lategame, where she falls off hard}
Mirage
[3] The cooldown of the passive is reset if you shoot at a target not in time. The cd itself is 1.5 seconds (as it is now when fully upgraded)
(The indicator of the ability on the enemy should become better)
[1] The first skill has no charges - the duration of the ability is extended for each scarab hit, but there is a 1.5-second cd gap between throws.
Also reduces spirit resistance. Repeated scarab hits update the duration of the debuff and make the previous scarab jump to the nearest enemy.
{It gives Mirage unique gameplay built around his passive mechanic. Scarab changes are there to give something to shoot at an enemy in-between timed gun shots}
Shiv
{Alt-fire dash, Second ability dash, Ultimate point-and-click dash execute? That's kinda ridiculous, don't you think?}
[Alt-Fire] Consumes 1/4 of ammo. The more ammo you use, the greater the acceleration.
[4] The Ultimate can only be used point-blank.
{Enhancement of his unique Alt-fire shot, which would now be required to use to score ult executions}
Wraith
{Wraith has a casino theme, but no randomness in her kit, which was strange to me. But now that I think about it, cheating to guarantee no randomness would be an even better theme for her}
[3] Basically, an Aimbot (except no headshots) + Wallhack for a short amount of time.
It is also considered an ultimate and is unlocked simultaneously with Telekinesis.
[4] Telekinesis can be used on enemies visible through walls.
At level 4, an additional Ability Point is given instead of an ability unlock, which gives an advantage of 1 AP on lane and reduces the amount of souls needed to upgrade all abilities {not by much, but it goes pretty well with the cheating theme}
Yamato
{Her current kit feels kinda disjointed to me. And grapple just looks weird most of the time, while being the best way to stay on top of the enemy}
[1] Fully charged Power Slash teleports Yamato forward (anime-like)
{Gives her another way to stay on top of the enemy}
[2] A skillshot. But you can also use it on walls.
{Reduces the amount of times when Yamato just goes through the walls. And gives her an ability to chase enemies without line of sight}
[3] A series of 3 slashes. They can be parried to stop the series (Yamato herself won't be stunned)
{Make people play Sekiro against her, lol}
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