Abandoned
Active member
I have been thinking about this for a while, but after watching Jonas' video articulating exactly my problems with Paradox I decided to just post this for the sake of discourse. This is going to be a long one. Video can be found here:
He essentially states that Paradox is in a position where the character is very difficult to balance and is most likely going to be either too strong or too weak. I agree with this. The reason is they all her abilities are extremely situational but if the situation arises are some of the best in slot available. Her timebomb is the most potent non-ultimate nuke in the game, but deals so over a long duration, has no poke potential, interacts weirdly with items and does not scale well. Her carbine is a long enumeration of effects on a timed cooldown, making it very hard to balance across the various effects it incurs. Her wall is hilariously potent, but only when holding an angle or blocking a small pathway. Her ultimate is very self explanatory in this regard. They are all good abilities but only when a specific situation arises. This can make her very broken in specific team compositions and quite useless in others, causing balancing hell.
The way I think it would be best battled is by making her more consistent and less "it's bad, but if X, I win". Her kit needs a little more self reliance at the cost of some conditional power.
First ability (Timebomb): higher damage, one less tick, same duration. Reasoning: currently Paradox has a very ugly interaction with Advanced Burst - where, if she crosses the 125 damage barrier Timebomb completely explodes in terms of damage - but she can lose this damage just as easily by the slightest magic resist. Taking away a tick makes this effect less extreme while making it more reliable to hit that barrier without as much impact to the match
Second ability (Wall): this is a very problematic ability, as it can be ridiculous in certain situations but otherwise a fairly unassuming install. Reduce the duration by 4 seconds (leaving it at 3 seconds), increase damage and effective range of friendly projectiles that fly through it, decrease cooldown. Enemy projectiles are still stopped. Rework the silence talent to something else. This makes it less conditionally extreme. Previously running into the wall would be a death sentence for almost anyone. This was obviously supposed to be a compliment to her swapping people into it, but the ability feels too gated in its effect and with too much pay-off. With this change it would have more offensive purpose at the cost of the aforementioned
Third ability (Carbine): the most problematic ability in Paradox' kit in my opinion. I suggest making this more synergetic with her Timebomb, while keeping the intended combination with Swap, so Paradox can set up more plays on her own accord while toning down the rather absurd utility this ability currently grants. Paradox briefly charges her weapon up, either once that meter reaches full capacity or when she starts firing the meter starts depleting at a fixed rate. She gains movement speed proportional to the current charge meter. When firing at enemies while the meter is active Paradox inflicts an additive slow effect that lingers for 2 seconds. This effect gives Paradox the chance to set up Timebomb kills by disallow enemies to easily move out of its radius, but is commital in nature. It reduces the potential as a long range poke while still keeping the high movement speed we come to expect from this hero. More synergetic with Wall, more synergy with orange items
Fourth ability (Swap): keep this as is. It's a very situational but powerful ability, but it adds much to her identity and kit.
He essentially states that Paradox is in a position where the character is very difficult to balance and is most likely going to be either too strong or too weak. I agree with this. The reason is they all her abilities are extremely situational but if the situation arises are some of the best in slot available. Her timebomb is the most potent non-ultimate nuke in the game, but deals so over a long duration, has no poke potential, interacts weirdly with items and does not scale well. Her carbine is a long enumeration of effects on a timed cooldown, making it very hard to balance across the various effects it incurs. Her wall is hilariously potent, but only when holding an angle or blocking a small pathway. Her ultimate is very self explanatory in this regard. They are all good abilities but only when a specific situation arises. This can make her very broken in specific team compositions and quite useless in others, causing balancing hell.
The way I think it would be best battled is by making her more consistent and less "it's bad, but if X, I win". Her kit needs a little more self reliance at the cost of some conditional power.
First ability (Timebomb): higher damage, one less tick, same duration. Reasoning: currently Paradox has a very ugly interaction with Advanced Burst - where, if she crosses the 125 damage barrier Timebomb completely explodes in terms of damage - but she can lose this damage just as easily by the slightest magic resist. Taking away a tick makes this effect less extreme while making it more reliable to hit that barrier without as much impact to the match
Second ability (Wall): this is a very problematic ability, as it can be ridiculous in certain situations but otherwise a fairly unassuming install. Reduce the duration by 4 seconds (leaving it at 3 seconds), increase damage and effective range of friendly projectiles that fly through it, decrease cooldown. Enemy projectiles are still stopped. Rework the silence talent to something else. This makes it less conditionally extreme. Previously running into the wall would be a death sentence for almost anyone. This was obviously supposed to be a compliment to her swapping people into it, but the ability feels too gated in its effect and with too much pay-off. With this change it would have more offensive purpose at the cost of the aforementioned
Third ability (Carbine): the most problematic ability in Paradox' kit in my opinion. I suggest making this more synergetic with her Timebomb, while keeping the intended combination with Swap, so Paradox can set up more plays on her own accord while toning down the rather absurd utility this ability currently grants. Paradox briefly charges her weapon up, either once that meter reaches full capacity or when she starts firing the meter starts depleting at a fixed rate. She gains movement speed proportional to the current charge meter. When firing at enemies while the meter is active Paradox inflicts an additive slow effect that lingers for 2 seconds. This effect gives Paradox the chance to set up Timebomb kills by disallow enemies to easily move out of its radius, but is commital in nature. It reduces the potential as a long range poke while still keeping the high movement speed we come to expect from this hero. More synergetic with Wall, more synergy with orange items
Fourth ability (Swap): keep this as is. It's a very situational but powerful ability, but it adds much to her identity and kit.
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