Alot of Sinclair bugs

milan3112

New member
Sinclair as one of the newer heroes has a lot of bugs, especially bugs with copied ults. Here are the ones that I could find/encountered in game

Kelvin: Dome sometimes does not work and the ults instantly cancels without being used. I couldn't replicate this with testing, but it may have to do with trying to dome within the kelvin dome - Matchid: 34385367
Infernus: After casting infernus ult, you can't cast your vexing bolt or rabbit hex until the ult is completed, but can cast spectral assistant. Infernus can use any ability during his ult, but magician can only cast the 2.
Yamato: A similar bug seems to occur with yamato ult, where you can only cast your 1 and 3 after the shadow transformation is fully completed, while yamato can already use abilities right before the transformation is completed.
Viscous: Again seems to be similar bug where only assistant can be cast during viscous ult, but not the 1 or 3.
Shiv: Execute works as intended, only shivs bloodletting is not taken into account while using execute against shiv. This means shiv will always survive the execute.
Vindicta: First use of ult works fine, but after that the ult starts charging in the background. This means that if you copy vindicta within the time it takes to recharge an execute shot, the ult will still be on cooldown when copied. If the ult is copied after enough time has passed to charge multiple assassinates, sinclair can then use the ult multiple times and effectively indefinite if they never use the last assassinate shot.

Haze: Ult is not bugged in a way that I could find, but I would still like to see it changed/reworked because a copied haze ult is currently weaker than just shooting your gun because of the way haze ult interacts with sinclairs gun.

There is a bug where if you cast spectral assistant/rabbit hex at the same time that you get stunned, the assistant or hex will be cast, but the ability won't go on cooldown. This effectively gives you two uses of the ability.
Vexing bolt explosion radius is not effected by range increasing items, but can still be imbued with improved reach. The improved reach doesn't even affect the range the bolt can travel before exploding.


The rest of the post are not bugs, but changes to sinclair to make the hero less oppressive early game and a bit stronger late game:
Sinclairs gun had the lowest scaling in the game. The gun starts of way too strong in the early game, but falls off due to the gun barely scaling in damage. The base bullet damage for sinclair is 23 and at max level this is 31. Most heroes get their bullet damage dubbeled at max level with bullet scaling, but not sinclair.
An idea is to lower sinclairs initial weapon damage and give the weapon better scaling, so that the weapon isn't super overpowered at the start of games and also doesn't become obsolete late game.

Sinclairs vexing bolt is also a bit overtuned early game. 150 damage is more that 1/4 of a heroes hp early game and sinclair has instantly access to this damage. Tier 3 vexing bolt has the same problem, where at 8-10 minutes two 300 damagebolts (sinclair + assistant) can do (without any spirit scaling) 600 damage to a hero whilst they have 800-1200 hp. Vexing bolt does have decent scaling, but falls of late game.
An idea is to make the damage of the unupgraded bolt go from 75 min - 150 max to 50 min - 100 max and add a +25 min and +50 max damage to the tier 2 upgrade. For the tier 3 upgrade the +150 max damage could be replaced with better spirit scaling. The scaling could be increased from 1x min - 2x max to something like 1.5-1.75 min and 3-3.5 max. This way vexing bolt won't be as strong and oppressive early game, but will remain a viable source of damage throughout the game.

Rabbit hex also seems a bit overtuned. The easiest way to make it a bit less powerful is to make it so the rabbit state can be removed with debuff remover.
 
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