I've got a few ideas I wanted to share for how to flesh out Raven's kit a bit more, assuming he is still being worked on or considered as a hero.

Starting with Blindside, I greatly reduced the duration of the slowed turn rate. Having your mouse sensitivity effectively reduced mid-fight is very disorienting, but in a subtle way that isn't immediately apparent. It ended up feeling more like some kind of weird lag than a deliberate debuff.
Instead, the main impact of this ability now comes from forcibly spinning the target 180 degrees when hit. This makes the ability much more impactful and allows it to be used a variety of ways. Expose an enemy's back, disrupt a Bebop's ult, or halt a sprinting enemy dead in their tracks.

For Umbrella Maneuver, I added a secondary effect to give it more utility as a movement ability. Pressing the ability key again after firing the shot will fling you in the direction it was fired. Think of it as a kind of invisible grappling hook.

"Let us dance."
This new ability replaces the Full Auto placeholder as Raven's third ability. It allows him to swing his body around an enemy to position himself behind them (or in front of them, depending on where they're facing), giving him an opening to benefit from bonus Blindside damage. He avoids all bullet damage during this maneuver (all damage with T3 upgrade) and gains temporary bonus fire rate afterwards. I think this ability would synergize well with Blindside and Revelation, and fits his character as a cunning, nimble spy.

The only change I really made to Revelation was increasing the range of the damage effect, while keeping the slow and curse effects restricted to the original radius. The damage falls off from max DPS at <15 meters to 0 DPS at 40 meters. This makes Revelation a bit more viable to use at farther distances, for example while in the air from using Umbrella Maneuver, where you have clearer line of sight to more enemies, but aren't as close to them.

Starting with Blindside, I greatly reduced the duration of the slowed turn rate. Having your mouse sensitivity effectively reduced mid-fight is very disorienting, but in a subtle way that isn't immediately apparent. It ended up feeling more like some kind of weird lag than a deliberate debuff.
Instead, the main impact of this ability now comes from forcibly spinning the target 180 degrees when hit. This makes the ability much more impactful and allows it to be used a variety of ways. Expose an enemy's back, disrupt a Bebop's ult, or halt a sprinting enemy dead in their tracks.

For Umbrella Maneuver, I added a secondary effect to give it more utility as a movement ability. Pressing the ability key again after firing the shot will fling you in the direction it was fired. Think of it as a kind of invisible grappling hook.

"Let us dance."
This new ability replaces the Full Auto placeholder as Raven's third ability. It allows him to swing his body around an enemy to position himself behind them (or in front of them, depending on where they're facing), giving him an opening to benefit from bonus Blindside damage. He avoids all bullet damage during this maneuver (all damage with T3 upgrade) and gains temporary bonus fire rate afterwards. I think this ability would synergize well with Blindside and Revelation, and fits his character as a cunning, nimble spy.

The only change I really made to Revelation was increasing the range of the damage effect, while keeping the slow and curse effects restricted to the original radius. The damage falls off from max DPS at <15 meters to 0 DPS at 40 meters. This makes Revelation a bit more viable to use at farther distances, for example while in the air from using Umbrella Maneuver, where you have clearer line of sight to more enemies, but aren't as close to them.