FoggyZombie
New member
So I spent a while trying to figure out why Drifter works so well in tournaments but is so bad in solo-queue. Drifter's main damage comes from his passive, if he cant get his stacks then he cant do anything. If he gets behind he struggles to catch back up, and if he gets any stacks taken from him by teammates, then he doesnt get to do anything either.
So I started to think about different ways Drifter could potentially be played or built etc, to make him a more consistent fighter, but there is only one item that really works well enough to get him what he needs and even then its still iffy. My conclusion was that in order to be a more consistent Hero he needs to be minorly reworked.
I thought of a couple different ways this could be done, but I think this is the best way while still keeping his hunter identity.
Swap his 3 and his 4, His passive is now on his ult and his ult is activatable:
FEAST (Ult):
Passive: He still can track and hear the heartbeats of his enemies, still gains amplified damage against Isolated targets but is now reduced to 10% damage before any upgrades.
Active: Drifter can activate this ability to execute heroes below 5% health, upon executing the target he gains % missing health heal and +5% weapon damage regardless of whether targets are isolated or not. Damage deals a flat 200 if above health threshold. (This could be increased upon an isolated execute, but im not sure thats neccessary.)
Tier 1: (same as now) Tier 2: Damage Amp is increased to 10% Tier 3: Execute Threshold is now 10% and halves cooldown on kill.
I think with a low health execute, this will allow Drifter to get his stacks more consistently, and will also prevent him from getting too strong too quick.
3rd Ability:
Drifter now has an small AOE he can throw, anyone caught inside the AOE when it lands has their vision limited and Drifter gains extra spirit damage towards those hit for a duration.
Tier 1: Extra Spirit Damage on hit. Tier 2: Extra Duration + Greater Radius Tier 3: Lower Cooldown
So I started to think about different ways Drifter could potentially be played or built etc, to make him a more consistent fighter, but there is only one item that really works well enough to get him what he needs and even then its still iffy. My conclusion was that in order to be a more consistent Hero he needs to be minorly reworked.
I thought of a couple different ways this could be done, but I think this is the best way while still keeping his hunter identity.
Swap his 3 and his 4, His passive is now on his ult and his ult is activatable:
FEAST (Ult):
Passive: He still can track and hear the heartbeats of his enemies, still gains amplified damage against Isolated targets but is now reduced to 10% damage before any upgrades.
Active: Drifter can activate this ability to execute heroes below 5% health, upon executing the target he gains % missing health heal and +5% weapon damage regardless of whether targets are isolated or not. Damage deals a flat 200 if above health threshold. (This could be increased upon an isolated execute, but im not sure thats neccessary.)
Tier 1: (same as now) Tier 2: Damage Amp is increased to 10% Tier 3: Execute Threshold is now 10% and halves cooldown on kill.
I think with a low health execute, this will allow Drifter to get his stacks more consistently, and will also prevent him from getting too strong too quick.
3rd Ability:
Drifter now has an small AOE he can throw, anyone caught inside the AOE when it lands has their vision limited and Drifter gains extra spirit damage towards those hit for a duration.
Tier 1: Extra Spirit Damage on hit. Tier 2: Extra Duration + Greater Radius Tier 3: Lower Cooldown