shivaklanss
New member
I believe that Viscous's gameplay should focus more on his Goo Ball rather than his Puddle Punch or Splatter. The last patch significantly boosted the hero's win rate, but playing through his fists feels terrible because, with that playstyle, Viscous's remaining abilities feel redundant or ill-suited to how he's being played.
You nerfed Viscous's resistances while in his goo ball, which now makes it much harder to survive the full 16 seconds of his ultimate. So why not reduce the duration and cooldown of the ultimate, or even rework it entirely, and instead make the ball one of his three regular abilities? I remember somehow getting my hands on one of your early concepts for Viscous, where his ball was in place of Puddle Punch. In my opinion, that was a good version. Right now, when playing Viscous around his ultimate, I feel helpless during those 100 seconds of cooldown. Sure, I can use the cube on a teammate every 40 seconds or throw his first ability at enemies, but I won't have any significant impact. The cost of a poorly timed ultimate on Viscous is too high, while even a well-executed goo ball doesn't provide what other ultimates can.
I like to compare his ultimate to Warden's: both have long cooldowns, both last for a certain duration, and both deal spirit damage. However, Warden's ultimate is easier to execute, and while in it, Warden has 50% + 30% resistances, lifesteal, and a BKB-like effect at the moment of activation. Viscous, on the other hand, not only becomes an easy target to shoot at but also gets far fewer benefits than Warden. And if you get stunned while in the ball, there's a 70% chance you'll either have to retreat or just die during the stun.
That's why I think that if we're stuck with a Goo Ball that's susceptible to stuns and offers no bonuses other than a stun upon dealing damage, then it would be better if it had a shorter duration but a lower cooldown, allowing for more frequent crowd control against enemies.
You nerfed Viscous's resistances while in his goo ball, which now makes it much harder to survive the full 16 seconds of his ultimate. So why not reduce the duration and cooldown of the ultimate, or even rework it entirely, and instead make the ball one of his three regular abilities? I remember somehow getting my hands on one of your early concepts for Viscous, where his ball was in place of Puddle Punch. In my opinion, that was a good version. Right now, when playing Viscous around his ultimate, I feel helpless during those 100 seconds of cooldown. Sure, I can use the cube on a teammate every 40 seconds or throw his first ability at enemies, but I won't have any significant impact. The cost of a poorly timed ultimate on Viscous is too high, while even a well-executed goo ball doesn't provide what other ultimates can.
I like to compare his ultimate to Warden's: both have long cooldowns, both last for a certain duration, and both deal spirit damage. However, Warden's ultimate is easier to execute, and while in it, Warden has 50% + 30% resistances, lifesteal, and a BKB-like effect at the moment of activation. Viscous, on the other hand, not only becomes an easy target to shoot at but also gets far fewer benefits than Warden. And if you get stunned while in the ball, there's a 70% chance you'll either have to retreat or just die during the stun.
That's why I think that if we're stuck with a Goo Ball that's susceptible to stuns and offers no bonuses other than a stun upon dealing damage, then it would be better if it had a shorter duration but a lower cooldown, allowing for more frequent crowd control against enemies.