Contents Contents ................................................................................................................................ 1 Introduction ........................................................................................................................... 3 Gamemodes .......................................................................................................................... 4 Item Store .............................................................................................................................. 6 Old Item Store ................................................................................................................................ 7 New Item Store .............................................................................................................................. 9 Androxus .............................................................................................................................. 14 Atlas ..................................................................................................................................... 15 Azaan ................................................................................................................................... 16 Barik ..................................................................................................................................... 17 Buck ..................................................................................................................................... 18 Cassie ................................................................................................................................... 19 Corvus .................................................................................................................................. 20 Drogoz .................................................................................................................................. 21 Evie ...................................................................................................................................... 23 Fernando .............................................................................................................................. 24 Furia ..................................................................................................................................... 26 Grohk ................................................................................................................................... 28 Grover .................................................................................................................................. 29 Imani .................................................................................................................................... 30 Io .......................................................................................................................................... 31 Jenos .................................................................................................................................... 33 Khan ..................................................................................................................................... 35 Kinessa ................................................................................................................................. 37 Koga ..................................................................................................................................... 38 Lex........................................................................................................................................ 40 Lian ...................................................................................................................................... 41 Maeve .................................................................................................................................. 43 Makoa .................................................................................................................................. 44 Moji...................................................................................................................................... 45 Octavia ................................................................................................................................. 46 Pip ........................................................................................................................................ 47 Raum .................................................................................................................................... 49 Rei ........................................................................................................................................ 50 Ruckus .................................................................................................................................. 52 Saati ..................................................................................................................................... 54 Seris ..................................................................................................................................... 55 Sha Lin .................................................................................................................................. 56 Skye...................................................................................................................................... 57 Strix ...................................................................................................................................... 60 Talus..................................................................................................................................... 61 Terminus .............................................................................................................................. 63 Tiberius................................................................................................................................. 64 Torvald ................................................................................................................................. 65 Tyra ...................................................................................................................................... 67 Vatu ..................................................................................................................................... 68 Viktor ................................................................................................................................... 69 Vivian ................................................................................................................................... 70 Vora ..................................................................................................................................... 71 Willo..................................................................................................................................... 72 Yagorath .............................................................................................................................. 73 Ying ...................................................................................................................................... 74 Zhin ...................................................................................................................................... 75 Introduction Hello person who’s reading this. My name is ‘Skyeeee’ and I had some issues with Paladins recently, that I made my own Patch Note idea. Sorry in advance if my English isn’t perfect. I’m trying to correct as much as possible, but since it’s the general language I’m trying to translate most of it. Before continuing, I’d like to say that I will not cover any maps, behind-the-scenes stuff, new cosmetics and new champions. I will just talk about the champions itself, the gameplay and what really matters during a match. I think everyone can agree with me that Timber Mill is a terrible map, but I won’t go over a 3d blueprint of the map to introduce new ways to flank, less high ground or any more of that. What I think the game needs is a balance in Champions and Items/Cards. Before continuing again, I have never made an own Patch Note and I do want to say I used a certain document (which is on the Paladins Wiki, somewhere) that used Winrates, Banrates, DPS, HPS, Items, etc. It really helped me along the way so for whoever made that, you are an amazing person! Some changes were unexpected and some are just plain obvious, purely to that document. I did check some other websites and documents, but they all seemed quite the same. This has been made before Season 5 started and ended before the Betty La Bomba release. I did apply the changes that were going to happen in the next Season, like the Azaan nerf and the Tyra Cripple being removed in the Monstercat Patch. Any further details that I won’t mention about a certain thing, please let me know through the comments, DMs or any other way of communicating. I’d love the support! Gamemodes I think most of the community can agree with me that there are low amounts of Gamemodes to pick from. Although I do like the Limited Gamemodes I do want to criticize it a bit, with the main argument being too boring / overplayed and too short. I don’t want to compare Paladins with Overwatch, but take a look at Overwatch’s Gamemodes for example. They have Random Champ, 3v3, Control and many more, while Paladins has only 3 in total: TDM, Onslaught (KOTH) and Siege (Siege: Beyond exists too, but I think this fits under Siege itself). I really love this game and I would want to see this game grow and I honestly want more Gamemodes to make it even more fun for newer and veteran players. I’ve listed a few Gamemodes that I wanted to see in the base Gamemode or as a new Limited Gamemode. 1. Pick Any – The Gamemode everybody loves, messes around with and obviously the most fun one to play. Everyone that plays this Gamemode actually wants to try something fun instead of playing for real and getting a good comp. Making this base game would be absolutely wonderful and it wouldn’t take much coding, right? Now, there is a slight downfall to this and that is Siege itself. It might be a bit longer queue, tougher matchmaking and just unfair all game long. But, if the community was a bit bigger, this would easily be a fun base Gamemode. 2. Payload – I think the second most requested Gamemode to be brought back. I do have to say this: I don’t hate Payload, but the Gamemode is overrated. It’s fun for a few matches but that’s it. So maybe taking this as a temporarily Gamemode would be the perfect solution. For players that don’t know Payload: You push a cart (like in Siege), but you have a time limit. The time gets boosted if you reach a checkpoint and you win if you reach 100% of the track. If both teams didn’t manage to push 100%, the team with the highest percentage would win. Bringing old maps back would be bad, due to the new champions. Maybe use the Siege maps for this Gamemode would be ideal! 3. Random Champion – You play a Siege map, but you can’t pick what you’re going to play. This can lead to chaos, but it might be fun as a temporarily Gamemode (which already has been, right?) 4. 3v3 – Instead of the casual 5v5 matches you have, you can queue up to two friends for a maybe more communicative match in a 3v3. Siege, Onslaught or Payload can be played in this mode at random. 5. Magistrate vs. Resistance – Maybe a strange one, but why not have a Gamemode that actually is like the lore? We have all these different groups but I think 90% of the community doesn’t care or doesn’t know what they are. Why not make use for it? 6. Aim For The Head – Just an Onslaught match, but headshots do 2x damage instead of 1.5x. Limited event only. Item Store The problem I had with the Item Store is that every game it felt repetitive: Playing as Support, always buying Chronos, Nimble and sometimes even Morale. As damage, flank or frontline it was Cauterize and then what, Haven? Since Haven is now all damage reduction the game felt too easy sometimes. For newer players it’s like a dream come true, but for us Veterans it was a bad change. Since Season 5, Cauterize is now going to be base-game which means the game will feel easier overtime. But, I do like the concept of making it base-game because it allows newer players to get the effect without always buying it. Out of statistics, it was around 90% average per champion of all games played that players bought Cauterize; as long as you know what it did, you knew you had to buy it as a non-support or as damage support. Making it base-game does allow the player to buy other items. This can be a buff, to buy early Wrecker or Bulldozer, but it can also be a nerf for certain champions like Skye with Illuminate. I wanted to make the item store a bit more alive, diverse and maybe even a bit more interesting. I had this thought around 2019 at the start of the year, where I finally began to understand each champion and its positives and negatives. And items can really turn the game around, mostly if it can help you out to survive longer. So for the changes in the item store I wanted to bring back a few older items that got removed or changed over-time and I wanted to add a certain item buff for each Class there is. I re- arranged a few items as well to maybe even make it a bit more balanced and also I wanted to nerf/buff some items. And somethings just stayed the way as it is nowadays. With the new Cauterize feature, it does mean I had to think about Supports and Frontlines the most: Are they going to become much weaker from this or maybe even stronger? Are damages going to burst harder now since Cauterize isn’t an item anymore? Can a Frontline hold point with his/her shield when Wrecker is the new Primary Item for Damages? I had so many question about it, but I think my solution was quite simple: Nerf Wrecker a bit and maybe let champions with no shields take over. In conclusion: There was a lot to think about and I can really understand how hard it is to balance things. Hi-Rez and Evil Mojo are going fantastic, but it would be really nice if the item store could be even better. This is my take on my new item store idea. Old Item Store Defense (Blue) Illuminate Increase the range at which you see nearby stealthed targets by 15 units. 150 – 300 – 450. Resilience Reduce the duration and effectiveness of Crowd Control and Slows by 25%. 200 – 400 – 600. Guardian Increase the effectiveness of Shields you create by 7%. This does not affect most cards and passives. 300 – 600 – 900. Haven Reduce the damage you take from attacks by 5.5%. 300 – 600 – 900. Utility (Yellow) Nimble Gain +7% Movement Speed. 150 – 300 – 450. Master Riding Increase your Mount Speed by 15%. 250 – 500 – 750. Morale Boost Increase your Ultimate Charge rate by 10%. 250 – 500 – 750. Chronos Reduce the Cooldown of all your abilities by 10%. 300 – 600 – 900. Healing (Green) Rejuvenate Receive 8% more healing from other players. 200 – 400 – 600. Kill To Heal Getting a Kill or Elimination heals you for 300 Health. 200 – 400 – 600. Life Rip Your weapon shots gain 10% Lifesteal. 200 – 400 – 600. Veteran Increase your base Maximum Health by 5%. 200 – 400 – 600. Offense (Red) Bulldozer Your weapon shots deal +25% damage to Deployables. 150 – 300 – 450. Deft Hands Increase your Reload Speed by 20%. 250 – 500 – 750. Wrecker Your weapon attacks deal 30% increased Damage to shields. 250 – 500 – 750. Provision Restore 15% of your Maximum Ammo after earning an Elimination. 250 – 500 – 750. New Item Store Blue – Tank (Buffs on HP, Healing Received and DR) Frontlines get a 50c discount on all blue items and levels. Veteran Increase your base Maximum Health by 5%. 200 – 400 – 600. (150 – 350 – 550 for Frontlines) Rejuvenate Receive 10% more healing from other players. 200 – 400 – 600. (150 – 350 – 550 for Frontlines) Blast Shields Reduce the damage you take from Area-of-Effect Attacks by 7.5%. 250 – 500 – 750. (200 – 450 – 700 for Frontlines) Haven Reduce the damage you take from Direct Attacks by 7.5%. 250 – 500 – 750. (200 – 450 – 700 for Frontlines) Guardian (Frontline Only) Increase the effect of your Shield by 10%. 300 – 600 – 900. (No discount valued) • Ash – Increases the Health of Shield • Atlas – Increases the size and duration of Atlas’ Shield • Azaan – Increases the Health of Shield(s) • Barik – Increases the Health of Shield • Fernando – Increases the Health of Shield • Inara – Increases the Health of Walls • Khan – Increases the Health of Shield • Makoa – Increases the size of Shield • Raum – Increases Soul Armor Capacity • Ruckus – Increases the Health of Shield • Terminus – Reduces the Siphon usage • Torvald – Increases the Health of your Shield and given to an ally • Yagorath – Increase your Ultimate Health Pool Yellow – Healing (Buffs on Ability, Speed and Healing given) Supports get a 50c discount on all yellow items and levels. Nimble Gain +8% Movement Speed. 200 – 400 – 600. (150 – 350 – 550 for Supports) Master Riding Increase your Mount Speed by 15%. 250 – 500 – 750. (200 – 450 – 700 for Supports) Morale Boost Increase your Ultimate Charge rate by 12.5%. 250 – 500 – 750. (200 – 450 – 700 for Supports) Chronos Reduce the Cooldown of all your abilities by 10%. 300 – 600 – 900. (250 – 550 – 850 for Supports) Fireflies (Support Only) Increase your Healing abilities by 5%. 300 – 600 – 900. (No discount valued) • Corvus – Increases Abyssal Reconstruction and Marked Allies • Furia – Increases Kindle Soul (and Pyre Strike if talent equipped) • Grohk – Increases Totem heals (and Staff if talent equipped) • Grover – Increases Blossom heals • Io – Increases Moonlight (and Luna if talent equipped) • Jenos – Increases Astral Mark heals • Mal’Damba – Increases both Gourd & Mending Spirits heals • Pip – Increases Mega Potion (and Potion Launcher if talent equipped) • Rei – Increases Chain Heal heals • Seris – Increases Restore Soul [SPOILER!] (and Rend Soul if talent equipped) • Ying – Increases Illusion (and Shatter if talent equipped) Green – Champion (Buffs on Sustain, CC and Stealth) Flanks get a 50c discount on all green items and levels. Life Rip Your weapon shots deal 5% Lifesteal. Can not be affected by Cauterize. 200 – 400 – 600. (150 – 350 – 550 for Flanks) Resilience Reduce the duration and effectiveness of Crowd Control and Slows by 25%. 200 – 400 – 600. (150 – 350 – 550 for Flanks) Kill To Heal Getting a Kill or Elimination heals you for 200 Health. Can not be affected by Cauterize. 250 – 500 – 750. (200 – 450 – 700 for Flanks) Illuminate Increase the range at which you see nearby stealthed targets by 15 units. 250 – 500 – 750. (200 – 450 – 700 for Flanks) Trickster (Flank Only) Increases the Movement from Movement Abilities by 7%. 300 – 600 – 900. (No discount valued) • Androxus – Increases Nether Step dash speed • Buck – Increases Heroic Leap height and distance • Evie – Increases Blink distance and Soar duration • Koga – Increases Agility speed and Skewer distance • Lex – Increases Combat Slide speed • Maeve – Increases Prowl speed and Pounce distance • Moji – Increases Scamper distance (including Bunny Hop) • Skye – Increases Stealth speed • Talus – Increases Blitz Upper distance and speed • VII – Increases Explosive Dodge distance • Vatu – Increases Ambush and Dash distance • Vora – Increases Tendril grab distance • Zhin – Increases Smolder speed and Whirl distance Red – Damage (Buffs on Damage Numbers) Damages get a 50c discount on all red items and levels. Bulldozer Your weapon shots deal +30% damage to Deployables. 200 – 400 – 600. (150 – 350 – 550 for Damages) Deft Hands Increase your Reload Speed by 20%. 250 – 500 – 750. (200 – 450 – 700 for Damages) Wrecker Your weapon shots deal +30% damage to Shields. 250 – 500 – 750. (200 – 450 – 700 for Damages) Provision Restore 25% of your Maximum Ammo after earning an Elimination. 300 – 600 – 900. (250 – 550 – 850 for Damages) Aggression (Damage Only) Deal +5% bonus damage with your Primary Weapon(s) to targets above 70% Health. 300 – 600 – 900. (No discount valued) • Bomb King – Works on Detonation • Cassie – Doesn’t work for all Cassies abilities. Damage increase from Exaction doesn’t stack • Dredge – Works for Reload as well • Drogoz – Doesn’t work for Salvo • Imani – Works for both Fire and Ice • Kinessa – Works for Scoped as well. Doesn’t work for Headhunter • Lian – Doesn’t work for all Lian’s abilities. Damage increase from Precision doesn’t stack • Octavia – Works for Scoped as well • Saati – Doesn’t work for Ricochet’ shots. Damage increase from Window of Opportunity doesn’t stack • Sha Lin – Doesn’t work for Rapid Shot • Strix – Works for Pistol and Scoped as well • Tiberius – Doesn’t work during Combat Trance • Tyra – Damage increase from Hunter’s Mark doesn’t stack • Viktor – Works for Scoped as well • Vivian – Works for Scoped as well • Willo – During Flight you do gain bonus damage As noticed, I made some huge changes to it. One of the biggest changes in here is the fact that you can get cheaper items playing as a certain role. What I noticed is Flanks buy more Life Rip and Kill to Heal over Morale Boost for example. Frontlines take Haven and Veteran more often as Bulldozer and so on. By reducing the price of certain items you can maintain the role you are a bit better and it feels like you’re stronger overall. And buying Illuminate against a Sha Lin that snipes all game would be pointless as a Support, but feels more alive when playing as a Flank. The prices I was uncertain to change. I did want to nerf Illuminate, because buying it resolves in a one-way fight 80-90% of the time. Making one ability completely useless is quite strong, mostly if you are playing as another damage or flank. This goes the same for Wrecker, Provision, Morale Boost, Nimble and the old additions of Damage Reduction. With the price increase and base-Cauterize, I think it can still be a first item against those characters, but it would be a lot more pricy or weaker/stronger. Now the game can be more interesting, more diversity and overall, more fun to play! The [Role]-Only items was also something in my mind for a long time. I like the addition of Guardian, but it felt useless most of the time if you were playing Frontline, since half of them don’t got any Shields. With these [Role]-Only items I wanted to help each individual champion with something that can be bought for a really expensive price, but could potentially help your teammates out more and better. So with each new item, I also added what will be buffed while buying this item and playing as a certain champion would give you the buff under the increased stats. So for example, playing as Corvus would give you +5% Healing per level but it also mentions that it increases the Healing on Abyssal Construction and the Marked Allies like this: Increases the Healing of Abyssal Construction by +5% (per level). With these new items, I also hope a lot more matches become unique, interesting and obviously less repetitive. Further question about certain changes, I will answer personally to you. Explaining every item in detail will go up to half a page per item. Androxus Talents Cursed Revolver Reduced Damage 600 560. Reduce its Fire Rate 0.5s 0.55s. Defiant Fist *Old* Successful hits with your revolver increases the damage of the next Defiance by 15%, stacking up to 100%. *NEW* Defiance now does 950 damage, but reduce the cooldown by 1s. Abilities Revolver Reduce its Damage 520 500. Reduce its Fire Rate 0.36s 0.4s. Nether Step Increase the cooldown 10s 12s. Cards Abyssal Touch Reduce the Cooldown of Nether Step by (1.2|1.2)s (1.5|1.5)s after hitting a champion with Defiance. Watchful *Old* Reduce all active cooldowns by (10|10)% after getting an Elimination. *NEW* Reduce all active cooldowns by (10|10)% after getting a Kill. Androxus is in a really, maybe even too good state. With a ~85% playrate on Cursed Revolver it means that you almost encountered it every time you’d see an Androxus. It also has the highest DPS (Damage per Second) stat on Androxus with a difference of almost 20. Androxus is somehow in the top 5 banrates as well, which means he’s a bit too strong. I wanted to tackle his main damage here: Cursed Revolver. I want to reduce the damage of it because the damage was a bit too high. I want to give more variety in playstyles as well, so I changed his least played talent, Defiant Fist, and changed it to a more consistent damage output. On abilities, Androxus has one of the best, maybe even the best mobility in the game. By increasing the Cooldown by a bit, means that it’s getting a bit lower damage output as well. By ambushing with his Nether Step, doing this every ten seconds was a bit too strong to keep up. I also wanted to change two cards, to make Defiant Fist more playable and again reduce Andro’s Movement. Atlas Talents Unstable Fissure When you use Second Chance, you also Rewind enemies within 20 30 units 3s into the past. Abilities Chrono-Cannon Decrease base effective range 50 45 units. Exile Enemies now don’t interfere with capturing/contesting point. Atlas isn’t the strongest offtank in the game, but he can still be really irritating to play against. In high tiers, Atlas is one of the top tier tanks due to its ability to lower HP after healing and just bringing his Shield up. Unstable Fissure was never being played, even though I like the concept of it. So I decided to add a few units to it, so it maybe gets played more often. But this does mean I want to reduce the damage over range. Atlas plays more close/mid ranged and using his fully charged weapon did maximum damage most of the time. This little change would mean that Atlas can be a bit more aggressive without it being noticed. One of the more vocal points for Atlas was his Ultimate. It’s a really unique concept of banishing players from moving or interfered with for 4s. But I actually don’t know if this is a feature or a bug at this point. Banishing from the playing field is what Atlas’ Ultimate should do, but if you banished someone on the payload or point they would still contest and even gain credits for it, while being invulnerable to Damage or Crowd Control. It can be really frustrating when you want to banish them to capture the point, but they still contest it without doing anything. Azaan Abilities Judgement Reduce the damage attack chain 525, 525, 630 500, 500, 650. Azaan hasn’t been added to Ranked yet, thank god, but I think everyone can agree with me that Azaan had too much sustain. While he is being nerfed in that section, the only thing I can do is wait and see if it’s going to be broken still or balanced. The problem I had with Azaan was his DR during his Conviction (which is being removed) and his overall healing gained from his cards and talent. Persistence is being nerfed pretty hard, as it should be, but I might be dumb here because I really didn’t think it was that annoying. I mean, Lifesteal with a passive Damage Reduction was pretty tough sometimes, but the fact that his Ire gives you bonus damage (+12%) and also MORE Damage Reduction (+20%) was a bit too strong and almost unkillable. Since they are going to nerf his healing and Persistence, I want to tackle something else I was struggling with, his damage. By nerfing his damage in a way the bonus damage can’t be extremely annoying, it might be a bit more fair for a Flank or a Support to have a bit more sustain against a Frontline that had so much sustain he was unkillable. Since his range was pretty big too, I was going to change that as well, but HiRez did a good job nerfing that as well! Barik Talents Fortify Increase the maximum Health of Barricade by 2000 1500 and reduce its Cooldown by 3s. Abilities Barricade Increase the default Health of Barricade 3750 4250. Decrease the duration from 6s 5s. Cards Foundation Increase the duration of Barricade by (0.6|0.6)s (0.7|0.7)s. One Man’s Scrap When a Turret is destroyed, reduce your active Cooldowns by (5|5)% (4|4)%. Barik is by far the most played tank in the game. With over 150.000 Ranked matches, Fortify is being played 2/3 of the time. One of the biggest reasons because of it, Barik’s sustain gets boosted more than the other two talents. I don’t know why Barik’s Forgefire got nerfed, but honestly I do think 35% was a bit too quick for an Ultimate. Cauterize will now be base-game, so for Damages Wrecker might be their first item now. I wanted to nerf/buff Barik’s Shield of this reason alone. I buffed the Base Health of his Shield to give the other two talents a better chance of having sustain, while Fortify keeps the exact same Health you would’ve gotten as usual. But, I did want to reduce Barik’s sustain by removing 1s duration on the Shield. I don’t think it’ll do much, but if people buy Wrecker the Shield might go down a lot faster, so this change might be unnoticeable. Even so, if there is no Wrecker on the enemy team and you do want to increase the duration, there is always the Card Foundation. By removing the 1s duration, I did want to buff this Card a bit to gain a bit more duration back. One of the weirdest cards Barik has is One Man’s Scrap, which is actually his best Card in my opinion. Just place your Turret in fire and you get free CD Reduction. So by nerfing it 1% per level, this opinion might be reverted. Buck Cards Bully Gain (12|12)% (10|10)% Lifesteal against targets slowed by Net Shot. Buck is in a balanced state right now, where some talents are playing differently and better than the others, but it wouldn’t need a nerf, buff or rework. Depending on what you play, Buck is strong in any aspect that you’re building him on. One card stood out the most that felt quite overpowered and while playing with it, it just felt busted. There is (or was, I don’t know) a bug in the game where this card did not function as it should’ve been. This card grants you Lifesteal to targets being hit by Net Shot. But for some reason if I did 200 damage from like 50 units, I got like 250 Health back from the Lifesteal… So I don’t know what went wrong here, but either way, 12% per level is a bit too strong for sustaining, so I nerfed it by 2% per level to see if it helped or not. Cassie Talents Exaction For 8s 4s after using Dodge Roll, your next weapon shot’s damage is increased by 30%. Abilities Crossbow Reduce the damage 680 655. Dodge Roll Reduce the Base Cooldown 7s 6s. Cards Incitement Reduce the Cooldown of Dodge Roll by (1|1)s (0.8|0.8)s if you hit an enemy with your first weapon shot after using Dodge Roll. Cassie is overall in a balanced state. It does take a decent amount of skill to play Cassie consistently good and I do respect those players. Myself on Cassie is strong, but I did notice some weird, but broken mechanics in Cassie herself. I thought Cassie at first was utterly broken due to the burst given to by the talent Impulse, but to be fair, it’s weaker than Exaction if played well. But on a closer look, Exaction had a 8s timer on the bonus damage, which honestly is ridiculous. The Base Cooldown was 7s, so your first shot after Dodge Roll almost did 30% more damage. I decided to nerf it to make it a bit more skill based. For good players, this isn’t a nerf, but I can understand the nerf for lower ranks if you’re not used to Cassie yet. That’s why I decided to give Cassie a Cooldown reduction on her Dodge Roll anyway, to make her a bit more mobile and for newer players to learn Exaction if they wanted to. But with this change, I did have to nerf the card Incitement, due to being a tat bit broken then, so by reducing it by 0.2s per level, players that run this card at level 5 should notice low to no difference. Corvus Talents Spreading Influence Decrease the percentage of healing given to Marked Allies by 20% 15%, but you can have two Marks out at a time. Abilities Mark of Fate Marked allies now receive 55% 50% of healing done by Corvus’ main target. Healing a Marked Ally heals them for 10% 15% more. Corvus’ only talent that is effective as healer is Spreading Influence and to be honest here, I don’t think the other talent is bad, but it just feels one-sided all the time playing Corvus. I didn’t want to nerf S.I. hard, because it’s not broken or anything, but I wish Corvus gets played more as an off healer (like Torv, goes with the flank to support him with heals). By increasing the healing done to a Marked ally, this may be changed. I don’t know if this is going to be broken, but I don’t think it affects the game that much. By changing the playstyle of Corvus a bit to reduce healing to Marked Allies, but increase the healing you give a Marked Ally should help this along the way. Drogoz Talents W.Y.R.M. Jets *Old* Increase your Movement speed while using your Booster. *NEW* Reign of Terror Salvo now activates instantly, does 400 damage per rocket and have its Cooldown reduced by 5s, but it only fires 4 shots. Abilities Rocket Launcher Fire explosive rockets every 0.85s 0.8s in an area, dealing 850 damage. Reload time is 1.8s 1.7s. Thrust Now has better flight mechanics to maneuver a lot better, faster and more accurate (a worse version of WYRM Jets). Dragon Punch Now has 10% damage reduction during Dragon Punch flight. Cards Follow The Scent *Old* Increase the size of your Fire Spit by (24|24)%. *New* Increase the explosion size of your Fire Spit by (3|3)%. Drogoz is by far one of the most interesting characters to take a look at. With the new additions to the game, Drogoz has a shit ton of counters and is rarely in a good matchup. Playing against a Maeve, Androxus or Vatu is near to impossible once they set sight on you. I wish Hi-Rez would stop adding these champions, because Drogoz is just so bad nowadays in those situations, you just get battered every time you spawn. Anyway, I wanted to change his talent WYRM Jets. Not because it’s bad, but it’s what Drogoz needs in the air: Mobility. I don’t want to make WYRM base, but a slightly nerfed version of it. This way, the (good) old talent Reign of Terror is back in the game. Not only that, but the damage is increased as well! On abilities, as mentioned before, Drogoz now has better mobility and something strange to change, but I wanted to give Drogoz an increased Fire Rate and reduced Reload Time, just to get those damage numbers a bit higher. Also, something nobody actually cares about probably, is the Damage Reduction on Dragon Punch. It was either a free kill and then die instantly or get away easily, or you die midflight. By adding a bit more sustain, Drogoz’ ultimate should feel a bit stronger now and more durable. Last but not least, is a card that I thought was one of the worst cards in the game: Follow the Scent. Who runs this, players that can’t aim straight? Now I know, it can take some skill to hit it while flying, but the hitbox of it is already so immense that it felt pointless having even one level of this card in your deck. I don’t want to call everyone a noob that runs this card, but you should really try without this card and see if it really makes a difference. Even some good players miss their fire spit a few times and with Combustible it can be decent, I admit that. But the card was rarely played and I think it needs a rework. Instead of the size of the fire spit itself, why not change/increase the explosion range of the fire spit. This makes Combustible a lot better and maybe even be meta then. This is not a change I want, it’s a change I need. Evie Abilities Ice Block Now cannot be used while being Crippled. Cards Keep Moving Increase your maximum Health by (30|30) (50|50). Evie is a high skilled champion that I don’t want to see being changed at all. I like the fact that she has the lowest HP in the game, but probably (one of) the best mobilities in the game. I like Evie and I will never hate on good Evie mains. But, there was actually a thing I found out while playing Evie… Apparently Ice Block cleanses all CC effects, which I can understand. The ability is really strong to block hard damage or ignoring the CC towards you. I think the only effect when it can’t be used is Silence, which only like three champions have. So, I think in the situation Ice Block is in now is pretty strong and 99% of the time available to use. But why doesn’t Cripple affect its activation? I know, Cripple cancels Movement Abilities, but won’t you think Evie’s Ice Block is a bit too OP when it comes to cancelling Cripple, while having two Movement Abilities? This change might be a bit too strong for Evie players, but I think we can push through, just like OB64. Last but not least, no literally the least played card in the game I think – Keep Moving. Seriously, who runs this? 30 HP on Evie with hyper mobility and at level 5 you’re wasting levels, get only 150 HP as bonus and to top it off, you’re ruining your deck. Honestly I had no idea how to change this card at all, but at least give it a buff so maybe it gets played more often? Every flank that has a HP card is a scaling (50|50), why not Evie’s? Fernando Talents Aegis Has a 1.35s 1.5s delay after taking damage before full rate of recharge will begin. Has a 2.2s 3s delay after Shield is completely destroyed before recharge will begin. Decrease base Shield Health 5200 4500. Changed description to: Your shield now uses a resource that regenerates over time, but it has reduced Base Health. Scorch *Old* Increase the damage of Fireball by 30% and deal 20% increased damage for each subsequent target hit after the first. *NEW* Increase the base damage of Fireball by 200 damage, gets two charges, but has its Cooldown increased to 9s. Formidable *Old* You now have 2 charges of Charge, each Charge dealing an additional 100 damage and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s. *NEW* Immortal now uses 60% of your ultimate Charge, now cannot be brought under 2000 health, last 5s, but can only be effective for you. Cards Incinerate Reduce the Cooldown of Fireball by (0.4|0.4)s (0.5|0.5)s. Now we’re moving on to the most banned Frontline (in Ranked) in the game named Fernando. And you know what’s actually funny? They made Aegis a bit stronger back like 5 patches ago, but now it’s the only talent being played because it’s too broken. Literally Wrecker 3 wouldn’t even help that much due to fast recharge, a ton of SHP and Hp Fernando still has left. He wasn’t unkillable like Azaan, but it’s still a really broken tank. To start, Aegis. I wanted to nerf some recharge effects while using this talent because it’s still a bit too quick. Looking at other champs, Khan for example, has a way higher duration on usage of his shield. By upping the time it might be a bit rougher to play as Fernando, but for the enemy it’s less of a frustration. And I reduced its maximum Health on the Shield as well, to maybe move on the next talents. I like Scorch, well, I liked Scorch. After the nerfs it had it was barely playable, even as an off-tank. I still remember playing this and seeing the bonus damage on Fireball and bursting through the enemy backline, but now, it’s only effective when you hit multiple enemies. Like, be real, 30% damage increase was pointless. So I decided to change up the talent into a two- charge, bonus damage Fireballs with an increased Cooldown to make up for the bad off-tank Fernando is now. With this change, I also wanted to affect its card Incinerate to have a bit more of a Cooldown reduction. Oh Formidable, where the fuck have you done into?! A CC Immune Charge, really HiRez? Who in the right fucking mind thinks giving a Charge, only doing like 400 (?) damage a CC Immunity with an increased Cooldown? Cool concept, doesn’t work. I honestly don’t know why old Formidable was removed. It was perfectly fine until new Aegis existed. I would love to see it back, but if that gets added back, we have two standard point tank cards. I wanted to give some diversity and seeing as many Fernando’s ult and die instantly because they are alone, why not give a talent based on those solo players. Problem solved? I did want to give it some tank abilities left obviously, but by not granting DR to allies it might be quite a ride! Furia Talents Exterminate *Old* When Pyre Strike hits an enemy champion, it stops moving until it ends and deals 75% more damage to enemies under it. *NEW* Change Furia’s damage style, losing less Wrath per second but dealing less damage per shot. Also, enhances the base Beams damage but losing its Stun effect. • Wrath decays 10% 5% per second. • Decrease Base Damage 330 300 per 0.5s. Wrath still grants you attack speed, now increased to 12% (was 10%) • Beams deals 400 650 damage and deals 20 30 damage every 0.05s. • The beam stops after 4s, standing still for 2s. Solar Blessing *Old* Refiring Pyre Strikes stops it in place, healing allies for 100 per 0.05s. *NEW* Pyre Strikes heals allies within a range of 40 units 400 health per second and you can lock your Pyre Strike on a certain location by refiring. Also reduce the cooldown to 10s and increase the duration to 6s. Furia is one of the most accepted healers in the game. Cherish though is by far the most played talent and in my opinion the only valuable talent. Sure, Solar Blessing heals a lot, but you have to have good team effort, communication and skill in order for it to work. I decided that Solar Blessing needed something like Io or Series: Healing within a certain range. So old Solar Blessing gave allies within the beam healing, but why not in a radius of where the beam is standing? Of course the 100 per 0.05s is a lot of healing then, so why not go with 400 per second? I had so many question about this talent and most of them I answered with this change. I liked the talent idea, but in action it’s horrendous. Also, was it me or is Damage Furia absurdly broken? Without Resilience, it was (with continuous firing on max Wrath) around 1,600 damage. Take this with Solar Flare and Conviction and it was bullshit. I don’t mind the damage being shot by Furia, but the beam really kills you. It’s also not fun to play with in my opinion. It felt like a cheat code being used while doing mostly nothing, except for shooting a non-moving body. Fun fact, even with Resilience it took around 1,200 damage before I could move again. For some calculations – On hit it does 400 damage and then every 0.05s 35 damage (with Exterminate) which brings us already up to 1,100 damage on the first second alone. The beam lasts 4s with a stun duration of 1s, so on Resilience 3 it’s only .1s, BUT you still have to walk out of the beam, which I have no data on how big the beam is. Let’s say it takes around .5s to get out, which is another 350 damage. Giving Furia (on max Wrath) 330 (495 on heads) damage per 0.35s, does a total of 1,320 (1,980 on heads) over the duration of the beam (to confirm, the beam gives you Wrath only on Solar). With that all being said, the absolute maximum damage of being hit by a Furia Beam, running Exterminate is between 1,150 and 3,420. This is without any cards that Furia has in her decks. So that means she can melt a Barik with no Health card / no Resilience alone. Seriously, how hasn’t this been nerfed already?! Before anyone yells at me with the: BUT YOU HAVE TO HIT THE BEAM FOR IT TO WORK, YOU CAN JUST BUY RESI AND HAVEN, etc. Hear me out. Against a Damba you buy Resilience too, but the damage remains the same, right? Then tell me why Furia melts twice as fast as Damba? Damba with Wekono’s Wrath only does damage on hit as well. To make this game a bit more balanced, this nerf is needed. Now, you might think the change I made is kind of crap and it may is. But if I reduced the damage of the beam, nobody is going to play this talent anymore. I wanted to give Furia the damage style she needs and not relying on the beam, but also on your aim. This will make it a bit more fun to play with and against instead of Beam Spam only. Grohk Talents Totemic Ward *Old* Gain a third charge of Healing Totem and increase their healing by 15%. *NEW* Totems now have a 20% increased radius and give 20% more healing to allies. Abilities Healing Totem Now has three charges instead of two. Healing totems heals from 300 285 per second. Grohk as damage is somewhat balanced. I don’t think Grohk as healer is being appreciated throughout the game. People that can actually play Grohk heal are or crazy or actually good. Grohk has two healing methods: Totems and Staff with the talent. As Season 4 ended, Grohk has been given a buff to Spirit’s Domain, granting more ammo. Sometimes I think this talent is a bit scuffed, but I really like it over Totemic Ward. Totemic ward is forcing you to place your Totems correct which can be tricky. Especially when your teammates are about to die and you have to rush in to place a totem. Stats wise, Grohk’s healing is terrible compared to the other healers. Why? Because he’s never being played as a healer. By buffing his heal, this might change. Now I did want to make a third charge for the totem base kit for a reason. Not only will it be giving damage Grohk a bit more sustain (which isn’t going to bother anyone I think…), but also will enhance Spirit’s Domain. Totemic Ward will be granting more healing and radius on totems, for those who still want to play Grohk Totem. But with some buffs, there are also some nerfs. This one not being that big, it’s the healing per second being reduced by 10. This is mostly to nerf the Grohk sustain while playing as a damage. Grover Talents Rampart Blooming Allies healed by Blossom will heal for an additional 300 500 over 3s 2s. Abilities Throwing Axe Base damage reduced 300 275. Scaling stays the same. Crippling Throw Increase Base Cooldown 7s 8s. Blossom Increase passive healing 20 25 every 0.25s. Speaking of damage healers, let’s talk about Grover. My. God. This guy is being played almost every match. Honestly, I didn’t know why at first, but after playing him some more I understood why. Deep Roots is annoying in every angle possible and Resilience works against it, but not enough. If there was a top 3 tier list of annoying champions, Grover would be in it. And to be fair, his healing isn’t the best at all. It’s the Root and damage he brings on the field that makes him strong. The healing feels like a bonus. I do want to keep this playstyle, but nerf it. Firstly though, I want to up the numbers on Rampart Blooming. His healing talent is actually not being played, which feels off. I think it’s smart to increase the healing done by Blossom with this talent equipped. With this change, I also wanted to give his passive heals a small buff to have at least a bit more healing. I always felt this passive healing weak, but sometimes it’s convenient. Lastly, his damage output. I know I’m getting scolded at if I nerfed his damage so badly. I think nerfing his base damage would help and keep the scaling. This way Grover feels a bit weaker on damage, but keeps the effectiveness of ranged damage. A quick mention, his scaling does still go up to 750 damage, but over a longer distance. And to end things, I wanted to increase the base Cooldown of Crippling Throw. This way it feels a bit less annoying, will reduce healing if you’re playing the cards and maybe people will start going for Rampart Blooming now? Imani Talents Splitting Ice *Old* Frost Bolt now chains to a nearby enemy within 30 units, dealing 225 damage. *NEW* Hitting an enemy with Frost Bolt now deals an area damage dealing 400 damage per shot. Each subsequent shot after deals an additional 60 damage, stacking up to 3 times. Missing your target resets this value. Pyromania *Old* All of your Pyre Balls will be able to deal damage in an area within 20 units, but only deals 800 damage. *NEW* Hitting an enemy with Pyre Ball gives you 10% Mana, but reduce the damage to 900 per shot and reduce the size by 10%. Abilities Inferno Cannon Decrease the effectiveness range 120 100 units. Imani feels underplayed for the amount of damages there are in the game. I never felt Imani being weak, but the rest being too strong. On maps like Brightmarsh she feels like a sniper, but on Timber Mill she feels like a mid-to-low ranged. After the nerf of Pyromania (and I think might be the reason why she’s not being played as much as back then) she just felt one sided leaning towards Splitting Ice and Mana Rift. Personally, I’d love to see Pyromania being returned to its old state. I do have to agree it was kind of broken, bursting 2,000 Health basically instantly. So I decided to change Pyromania a lot. I wanted to give it the burst from before, but with a damage nerf. By generating Mana, not only with you get the burst more often but it feels more skill based as well. Not like the crappy Lian auto-aim you always go up against, but just a meta-player. Secondly I’d like to attack Splitting Ice. I hate this talent, because it is only effective to close ranged targets and on specific maps. More importantly, if they don’t group often, it’s very bad. I wanted to give Imani more like a Willo playstyle, where you still get the grouped damage, but of course with a damage stack. Now it does rapid fire and it might be a bit broken, but honestly if something like this happened, it gives Imani a better way of playing on closer ranged maps. Lastly, I nerfed Inferno Cannon. The range always felt ridiculously large and it is. So reducing the range of it makes it a nerf, but it was coming someway or another. Io Talents Life Link *Old* Luna Heals allies around her for 300 Health per second *NEW* Luna heals allies around her for 400 Health per second, but your base Cooldown for her is doubled. • The range for Luna’s heals is reduced 30 25 units. • Doesn’t heal Io anymore. Goddess’ Blessing Allies healed by Moonlight take 15% reduced damage. • Now also heals allies within 15 units of Moonlights target for 35% of the healing value given to the primary target. • The subsequent target don’t receive the Damage Reduction. Abilities Guardian Spirit Increase the Cooldown of Deployment 6s 7s. Luna now doesn’t receive any Out of Combat healing. Cards Lunar Connection Reduce the Cooldown of Luna’s initial deploy by (1.2|1.2)s (0.8|0.8)s. I despise Io as a healer for one particular reason and that is the unappreciated talent named Goddess’ Blessing. I never thought Life Link was better and I absolutely hate it that it is the most played talent of Io. It’s not that I hate Io, it’s just the players that don’t play Goddess’ Blessing to be honest. I actually learned a lot from the Wiki here, so if I noted something that isn’t true, go change it on the Wiki. One, I learned Life Link healed Io as well, which can be used to playing damage Io as well. I did actually buff Life Link on healing, but it felt like a mobile automated healer being Luna. The Cooldown was so low that it honestly didn’t feel like a skill thing anymore. Also, the range felt too big with the amount of movement it had. Take Bazaar for example. You could place Luna behind the big tower in the center and it would heal the entire objective. So, here comes my favorite part, buffing Goddess’ Blessing. Many healers do multiple target healing and Io can do it with Life Link. But I wanted to feel a bit stronger than just Luna heals. It may look broken, but Io can now heal allies within 15 units with this talent being equipped. Now it doesn’t do as much healing as the primary target, but it would feel a bit better to have two tanks to heal now. Last but not least, is the deployment rate of Luna. Like I mentioned before, Luna felt like a lazy auto healer. And to make things worse, remember when Luna could actually capture the point? Luna was programmed as a “champion” which means she could heal Out of Combat. It’s a deployable and not a player, so I removed it. Luna was also on Cooldown for 16s, which somehow felt too low. Players that used Lunar Connection reduced it to 10s and for killing Luna it felt unrewarding most times and it was better to kill Io first and last. This will make Io feel a bit more reliable on teammates and not on Luna alone. Jenos Talents Binary Star Star Splitter now deals 360 375 damage every 0.5s. The Power Cosmeum *Old* Enemies affected by Void Grip are Crippled and take an additional 480 damage over its duration. *NEW* When an enemy dies within Void Grip, you heal for 500 Health and gives allies that helped 20% Movement Speed for 4s. Abilities Astral Mark Increase the healing range 120 140 units. Void Grip Increase the duration of Void Grip 2.5 3s. Cards Lightyears *Old* Increase the range of Astral Mark by (4|4)%. *NEW* Allies healed by Astral Mark gain (2|2)% Movement Speed. Jenos is by far the easiest healer to play in my opinion due to the lazy fact that you can heal through walls and players can run off to the other side of the map and they still receive healing. Although his healing is quite weak and one-sided I actually noted some major flaws. First being Jenos as a damage. Since Cauterize is now base-game, Jenos early game is ridiculously tough to break down due to the amount of sustain he has. Two of the cards (Penumbra and Relativity) being so strong that a player actually needed to be that bad with Jenos to die. I actually thought the cards weren’t the problem due to late game Cauterize. It was the amount of damage Jenos was giving. Binary Star was actually a major issue when playing a flank and while making headshots, it feels like a cheat code. After the nerf EM had given Jenos with reduced fire rate, it’s a bit too steep now. I think a small buff would go a long way. Second is The Power Cosmeum. ‘Just buy Resilience and Jenos is worthless’ is a sentence I would say to players who run this talent against me and it’s the sad truth. While Falling Star would still affect this, I might as well help some allies instead. I honestly didn’t know in what to change this, but this might be interesting. Third I wanted to talk about Jenos’ healing. The range wasn’t bad, but I always see players run the same 5 cards to help Jenos’ healing and it felt repetitive all the time. Cards like Relativity, Lightyears, Retrograde and Astral Cycle were always in there and then just a random card at level 1. To tackle this, I think giving Jenos more base-range would vary some more playstyles and maybe even some new ones. Corvus has the Life Steal, why not give Jenos the power of a god and grant Movement Speed? This change would be actually good and maybe give Jenos the power to heal solo even more. Khan Talents Lian’s Shield *Old* Your shield regenerates at 100% effectiveness even while it’s active. *NEW* Increase the Health of your Shield by 1250 and gain a shield above your head. Vortex Grip *Old* Targets hit by Commander’s Grab are Stunned for an additional 1.4s. *NEW* Enhance your Commander’s Grab, but increase the Cooldown to 15s. • Commander’s Grab does now 800 damage on grab. • Range increased 50 70 units. • Enemies are additionally stunned for 1.5s. Abilities Bulwark Reduce the Cooldown of re-using your broken shield 7s 5.5s. Reduce Shield Health 4250 4000. Cards Bloodthirst *Old* Gain (4|4)% Lifesteal. *NEW* Increase your Movement Speed by (6|6)% after earning an elimination. Close and Personal Reduce your damage taken by (8|8)% for 2s 3s after hitting an enemy with Commander’s Grab. Hulking Stength Reduce the Cooldown of Commander’s Grab by (0.6|0.6)s (1.5|0.5)s. Khan is a strong off-tank but his playstyle feels repetitive all the time and that’s Storm of Bullets. While I don’t think SoB is broken, I do think the other talents need some love. To start off I wanted to tackle ‘point-tank’ Khan. He never felt as a point tank and with Lian’s Shield it literally did nothing. It does, but honestly it feels so bad even a bot would ignore Wrecker. I wanted to give something unique to an always played off-tank. Champions like Kinessa on high ground, Maeve, Androxus and more shoot above the shield and always shoot Khan while he can’t. I don’t want to take away his playstyle and that is shooting with the Shield up. So I think giving him a headshield would give him an optional point-tank feel. Maybe even off-tank Khan is an option with this concept. Vortex Grip feels weak after the nerf it took a few patches back and can be easily countered with Resilience. I think what Khan needs is not only a stun on his grab, but a more offensive play with his grab. Giving it more distance and damage would provide a Resilience buy, but something you can’t really counter and that is distance. This will give Khan a more optional off-tank play that flanks can profit off. Also, a quick thing I think would make Khan a bit better is by giving his shield a better recharge rate. I have no clue why it was 7s for it to be used again when destroyed. Look at Fernando’s Aegis or example. Why is that half the time of a Khan Shield? Now I understand Khan is more an off-tank than point, but by breaking Khan’s Shield he always was vulnerable to enemy fire. With this change, affecting its Health is to balance things out to still have continuous shielding. Last Khan’s cards are dreadful. There are like 6-7 good cards and the rest is utter garbage. I tackled three cards in particular to help out Vortex Grip a bit more due to lack of playing and to even things out on the rest. Kinessa Talents Eagle Eye *Old* Change Sniper Rifle to have increased Fire Rate, Charge Rate and maneuverability while Scoped, but reduce the damage per shot. *NEW* 1. Increase the damage on Headshots by 20%. 2. Hitting an enemy that’s being affected by an Oppressor Mine deal 15% more damage. Abilities Sniper Mode Reduce fire rate 1.3s 1.4s. Kinessa is in a good state and with bans Kinessa gets banned over Strix due to more survivability, better damage output and just Movement in general. But HiRez, tell me why, WHY did you change Eagle Eye in the worst talent ever? It is so bad, even my dead parents can tell it’s horrible. It’s a 24/7 scoped Lian on crack playstyle. Please, all I’m asking for is to or revert this talent back to its previous state (which was increased damage on headshots) or go back to an even older talent, which was granting bonus damage while an enemy is affected by Oppressor mine. This is all I’m asking for. Also, reduce Kinessa’s fire rate by a bit would help out as well. Sometimes I feel like Kinessa melts a bit too fast and especially on maps like Timber Mill where you can’t run off to somewhere Kinessa can’t reach. Koga Talents Blood Reaper *Old* Cyclone Strikes deals 125% of its target’s maximum Health as damage over its duration and your Movement Speed is increased by 25% during the attack. Also gain 15% Ultimate Charge. *NEW* Increase the size of your Ultimate by 50%, Slow Enemies within your Ultimate by 35% and deals 1000 more damage over its duration. Dragon Fangs *Old* Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 Health. *NEW* Dragon Stance consumes on activation 300 Health, doesn’t consume Energy and gain 10% Lifesteal during Dragon Stance. Cannot be used at 300 Health or lower. Abilities Skewer Now needs one energy bar to be consumed and on activation it loses one Energy bar. Shadow Step Increase the dash range 40 45 units. Agility Increase your Movement Speed 30 40%. Now also is a lot more silent using this ability. Cyclone Strike After the ultimate ends, gain Full Damage Reduction until Koga can move again. Koga is pretty bad and I’m getting tired of all those Koga players thinking they can dominate the enemy by just pressing F in their Claw Mode. Stop it, you’re contributing nothing in the match if they can easily know where you are going. Personally I thought Koga was actually balanced until I looked further into the stats. Adrenaline Junkie is by far the most picked talent that is actually useful and although I like the concept of the other two talents, they are just trash. Blood Reaper is honestly a throw pick at this rate since 1. Koga’s ult is small 2. Easily to escape and 3. Does almost no damage. So with Blood Reaper I wanted to tackle all those three negatives and turn it into something balanced. Now obviously I can’t test if this is good or not, but instead of your increased Energy Cap with Adrenaline Junkie, you now have a better ultimate that consistently deals more damage and feels useful for once. Secondly we have Dragon Fangs and the problem for me was the consistent Health loss. It was basically an all-in battle all of the time and a race against the clock. Even with enough Lifesteal, it’s just unbearable when the Cauterize hits. The Life Drain isn’t all that bad, but the Cauterize that stacks onto it just feels like you’re playing with 1.000 Health instead of your Base. I adjusted it a bit so it feels like you can sustain a battle longer without concerning about your Health being low. Now this may seem broken, but I still think Koga is easily killable. So about that easily killable, I think it was mainly because of his abilities lacking in almost everything. His dashes feel short, his Agility seems slow and you can hear him from your Base. Seriously, why. Why does Koga exist to be this annoyingly bad? If you’re facing champions like Strix, Lian, Cassie you literally can’t kill them except if they are retarded or low. So with the four changes I made I think Koga should be manageable to play against tougher opponents as well and maybe even be worth it again. Now I did nerf Skewers use, but try playing Koga with his primary Weapon and not his claws. Lex Talents Discovery Increase the damage you deal to your Retribution target by 25% 20%. Heroism *Old* Gain Immunity to Crowd Control and reduce your damage taken by 90% while using Combat Slide. *NEW* Enhance Lex Movement, but reduce your Weapon damage. • Lex gains an additional 10% Movement Speed. • Combat Slide now goes 15 units further, gains 2 Ammo on Slide and gives you 20% Damage Reduction during Combat Slide. • Gain 10% Movement Speed while being close to your Retribution Target (50 units). • Damage is reduced 320 300. Death Hastens Your weapon shots deal 680 damage every 0.7s 0.65s, but your Ammo Count is reduced. Honestly I think Lex is a really unique flank and I like to play him. One of the biggest issue I had with Lex was his slide, not being able to use it mid-air. And while it does sound logical, I’m glad Hi-Rez changed it so it can be used mid-air. Good job! I think Lex’s damage is actually fine, even though it can burst a lot quickly. It does require a decent amount of aim if you don’t run his Death Hastens to be fair since it does recoil as well. I do think the burst from Discovery melts a bit too hard, so I nerfed it by a bit to make 1. It a bit more balanced and 2. To maybe play the other two talents. Heroism was useless in almost every occasion but I see a lot of Lex players buy Nimble and run Movement Speed cards, so why not have a talent based on Movement Speed? Nothing to add further, that’s it. Death Hastens is my favorite talent, but it’s so fucking weak against high dps like Lian, Cassie, Andro, etc. Compare the old damage from Andro’s Cursed Revolver to this talent. There was a difference of almost 200 damage/second. Can you guys start seeing these things and actually change this? It’s so unfair for a Lex player to fight an Andro that hits equal amount of shots on you. Making it balanced is the only right thing to do… Lian Talents Eminence Increase the damage of Presence by up to 50% 30% based on the range at which it hits and reduce its Cooldown by 4s 2s. Precision *Old* Hitting an enemy with Heirloom Rifle increases your damage against that enemy by 7% for 3s, stacking up to 5 times. *NEW* Hitting shots with your Heirloom Rifle increases your damage output by 5% for 3s, stacking up to 20%. Abilities Now has a passive Cooldown between abilities that lasts 1s. This means Lian can only use one ability at a time with a 1 second delay in between attacks except for Primary Fire. Heirloom Rifle Decrease the fire rate 0.45s 0.5s. Increase the reload time 1.5s 1.6s. Decrease damage falloff range 90 85 units. Valor Reduce the range 425 350 units. Grace Reduce damage output 400 350. Cards Heraldry Hitting and enemy with Presence reduces its Cooldown by (1|1)s (0.8|0.8)s. Inheritance Reduce your active Cooldowns by (10|10)% (8|8)% after earning a Killing Blow. Swift Jade Reduce the Cooldown of Grace by (0.5|0.5)s (0.45|0.45)s for each enemy hit with Valor. Can only happen once every 3s 4s. Where do I even start? Hirez, explain, explain to us Paladins Community why the fuck we have an auto-aim character in a fps game? No seriously, answer us. I never thought Auto-aim was broken for even console players against PC players. Ok fine, you nerfed it… NO. Let’s nerf one
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