Plasmabubble
New member
Background: Oracle 4 player, very little Calico experience, but I've seen a lot of content on her from better players. These are early thoughts.
Calico's visual design is fantastic, her playstyle is exciting and skillful, and her power level is relatively balanced for a brand-new hero, but four aspects of her design feel clunky to me:
1) Biggest issue: Ava is an underwhelming and awkward ability. Being able to roam quickly and stealthily for early ganks is excellent, and it fits well with her early-game-heavy power curve. However, it does... basically nothing else? Calico's design is begging for you to build mobility items (superior stamina, warp stone etc.), which often render Ava completely redundant by the end of the mid-game. Every single build upgrades Ava last, so the regen is never even relevant. Add in the 5-second out-of-combat limitation, and the ability feels almost useless. I think we're missing a lot of potential for more creative and dynamic play.
Suggestions: Maybe allow it to be used in combat, or allow the player to climb walls in cat form, or add some regen to the base ability? Anything to give Ava a more distinct identity and broader usability.
2) The choice to use a random pattern for her 1 instead of a fixed one is strange. It reduces her skill ceiling, and makes the character much more frustrating, especially for newer players. If you're worried about the ability being too strong, nerf other aspects, but don't introduce unnecessary RNG.
Suggestion: why not use the same diamond pattern as her gun spread? It would keep the range of the ability limited, and it would help to build a coherent visual identity for the character. Add the two extra bombs from the max upgrade into the middle of the pattern to provide a bit of extra accuracy to the ability in late game, when it really starts to fall off.
3) Isn't it pretty weird that the only melee effect that works with her 2 is (reportedly) melee lifesteal?? Why even bother making the damage type "light melee" if you don't allow builds to take full advantage?
4) Hit registration on 2 feels wonky. This is by far the smallest of the complaints, because it could be a simple skill issue. Something about the surprisingly short range and low radius, combined with the minimal visual effect for the radius indicator, makes it difficult to gauge. I think a purely visual change to make that radius clearer would help a lot.
All opinions welcome! Like I say, these are early thoughts.
Calico's visual design is fantastic, her playstyle is exciting and skillful, and her power level is relatively balanced for a brand-new hero, but four aspects of her design feel clunky to me:
1) Biggest issue: Ava is an underwhelming and awkward ability. Being able to roam quickly and stealthily for early ganks is excellent, and it fits well with her early-game-heavy power curve. However, it does... basically nothing else? Calico's design is begging for you to build mobility items (superior stamina, warp stone etc.), which often render Ava completely redundant by the end of the mid-game. Every single build upgrades Ava last, so the regen is never even relevant. Add in the 5-second out-of-combat limitation, and the ability feels almost useless. I think we're missing a lot of potential for more creative and dynamic play.
Suggestions: Maybe allow it to be used in combat, or allow the player to climb walls in cat form, or add some regen to the base ability? Anything to give Ava a more distinct identity and broader usability.
2) The choice to use a random pattern for her 1 instead of a fixed one is strange. It reduces her skill ceiling, and makes the character much more frustrating, especially for newer players. If you're worried about the ability being too strong, nerf other aspects, but don't introduce unnecessary RNG.
Suggestion: why not use the same diamond pattern as her gun spread? It would keep the range of the ability limited, and it would help to build a coherent visual identity for the character. Add the two extra bombs from the max upgrade into the middle of the pattern to provide a bit of extra accuracy to the ability in late game, when it really starts to fall off.
3) Isn't it pretty weird that the only melee effect that works with her 2 is (reportedly) melee lifesteal?? Why even bother making the damage type "light melee" if you don't allow builds to take full advantage?
4) Hit registration on 2 feels wonky. This is by far the smallest of the complaints, because it could be a simple skill issue. Something about the surprisingly short range and low radius, combined with the minimal visual effect for the radius indicator, makes it difficult to gauge. I think a purely visual change to make that radius clearer would help a lot.
All opinions welcome! Like I say, these are early thoughts.