onions
Member
- Tier 3 turrets, standard upgrade + cloaked while not firing and doesn't expire unless a new turret is made (maybe put the doesn't expire on 2nd upgrade). This allows for the turrets to actually be useful instead of just for quicksilver reload and bait for towers. I'm imagining this being used for information on the map. If not cloaked at least unlimited up time as if they're wards.
- Change the behavior of the wall of instead of a static sized wall piece being placed, the wall is created top down to the ground. So if the piece is place on a lane bridge it extends to the ground. And clean up weird interactions with it being stopped in the corner of a wall and not producing the other wall pieces.
- This one I think should be very careful with: remove or lessen the minimum distance of creating a wall. If there's no minimum distance it would increase the survivability of McGinnis drastically. I still think it should be less than what it is now though (roughly 8 meters).
- Be able to shoot while placing a wall that way it's not telegraphed and you don't lose your weapon spin up.
- During lane phase make a turret kill not split 50/50 instead all of the value is in the last hit soul. This makes it to where you're not punished for using turrets during lane phase.
- At some point in leveling make the spin up time faster. Even if it's marginal.
- If McGinnis uses Medicinal Specter near an ally always use the voice line "throwin' down a heal" to ensure the ally knows that heals them. There's been a lot of times where the ally ignores it during lane phase.
- The first 1 to 3 bullets should be 100% precise and accurate on the crosshair to help with last hits instead of having to continue firing to deny an enemy with a shotgun or getting lucky that the bullet isn't far left/right.