Misc. game & ability reworks/balances

Grey Talon - immobilising trap has a complete lack of punish as is, meaning there is no reason not to just toss it somewhere and leave it.
Rework: give trap invis outside of close range, but make it destructable once visible, giving a small amount of souls upon being destroyed

Ivy - Kudzu bomb: currently a horrible ability to pllay against, not because its overpowered, but because it just makes the game less enjoyable
Rework: make ivy take self damage of 10% Kudzu bomb's dps and recieve 10% of the slow while in the aoe.

Ivy - Stone form: while thematically appropriate to Ivy's background as a gargoyle, the stunning aoe on a regular ability that also heals the caster is just a pain for any opponent to deal with, especially after duration extenders
Rework: switch the stun for silence, and grant 80% resistances for both spirit and bullet while in stone form instead of complete invulnerability. change healing to scale off damage dealt instead of a percentage heal

Vindicta - flight: more of a personal complaint than an actual issue that needs solving, but it doesn't feel good to almost manage to kill the extremely oppressive vindicta on the enemy team, only for her to fly away last second and escape
Balance: add a short wind up duration to allow for reaction

Warden - Binding word: currently requires immideate response, often leading to a choice between fleeing for the chance of winning and being immobilised while under fire
Rework: give an effect similar to vindicta's stake, where the target is unable to move beyond a small radius of where they were immobilised

Misc game changes: kill rewards increase proportionaly to the target's kills and assists, while decreasing with more deaths. a possible scale is provided1732141509183.png
 
Like the Grey Talon trap change, always thought it should be destructable.

Kudzu self damage is fine but doesn't address the real annoying part of is which is the annoying quick DPS in a area way too large. Reccomend just giving it a delay before actually dealing damage a la' Geist bomb.

Stone form stun is fine, getting hit with a big statue makes more sense as a stun. Silence is probably more fair, sure, but makes no logical sense. also getting rid of the invuln is fine since it's really only good for blocking stuns and targeted abilities. Healing based on damage is also pretty good.

Vindicta flight doesn't need a nerf, it's already not very good. Makes her an easy target if you have even average tracking. Not to mention the very loud and obvious sound that lets you know exactly where she is in air. Even Talon doesn't have that one. Just track the vindicta or hit her with a slowing hex.

Warden immobilization does not need to be stake. Bind is important for those big teamfights, and even then it's pretty hard to consistently get genuinely hit with it, unless the warden is building a bunch of slow (and even then that's when you're supposed to counterbuild) nerf bind too hard and it can easily become a completely worthless ability.

Soul reward change: Hell no dude, what are you smoking? This would fundamentally rock the entire game as dying becomes a HUGE deal. I mean, a death would be a permanent hitch to all of the souls you gain from any and all kills in the future. We'd see an area of passive poking back and forth, and teams that die at all would struggle to comeback as the game actively kicks them while they're down. Kill rewards should never be skill based because it will always make steamrollers steam harder.
 
Like the Grey Talon trap change, always thought it should be destructable.

Kudzu self damage is fine but doesn't address the real annoying part of is which is the annoying quick DPS in a area way too large. Reccomend just giving it a delay before actually dealing damage a la' Geist bomb.

Stone form stun is fine, getting hit with a big statue makes more sense as a stun. Silence is probably more fair, sure, but makes no logical sense. also getting rid of the invuln is fine since it's really only good for blocking stuns and targeted abilities. Healing based on damage is also pretty good.

Vindicta flight doesn't need a nerf, it's already not very good. Makes her an easy target if you have even average tracking. Not to mention the very loud and obvious sound that lets you know exactly where she is in air. Even Talon doesn't have that one. Just track the vindicta or hit her with a slowing hex.

Warden immobilization does not need to be stake. Bind is important for those big teamfights, and even then it's pretty hard to consistently get genuinely hit with it, unless the warden is building a bunch of slow (and even then that's when you're supposed to counterbuild) nerf bind too hard and it can easily become a completely worthless ability.

Soul reward change: Hell no dude, what are you smoking? This would fundamentally rock the entire game as dying becomes a HUGE deal. I mean, a death would be a permanent hitch to all of the souls you gain from any and all kills in the future. We'd see an area of passive poking back and forth, and teams that die at all would struggle to comeback as the game actively kicks them while they're down. Kill rewards should never be skill based because it will always make steamrollers steam harder.
Okay, so the only part of the reply i feel the need to respond to is the last part, it wasn’t very clear but the kills deaths and assists are referring to those of the target who has died, and the deaths are there to prevent one bad player on a team throwing the entire game, since the feeding player gives less rewards as they die more. Of course the equation isn’t compete and will need to be adjusted to balance it.
I will be editing the post to clarify that for future reference
Edit: i just realised i can’t edit the original post anymore, so i can’t fix that
 
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