Greetings Protectors <3 (These notes are not for July 23 Patch! They're for the one after that)
Let's Vault Kick off this next update for Champion Balance! Repeating from Hexx's last post "The goal of these posts is to give you a preview of changes we are currently testing so that you can be a part of the balance process and hopefully have a better understanding of what, why, and when changes will be coming down the pipeline."
To keep the feedback focused, these posts will only discuss the Champion changes planned for the next patch.
If you want a little more description on how we test changes and where we pull all our feedback from, take a look at Hexx's last Champion Balance post: https://www.infinitecrisis.com/forum...ance-(Patch-2)
In the Pipeline (The Technical Stuff):
Below are the Champion changes we currently have slated for the next patch. It's important to note that all values listed here are subject to change and some changes may be delayed to later patches.
Ham Snack: The intent of this skill was to give Gaslight Joker a potent reward for successfully negating an incoming skill. The long duration and immediate Move Speed made it too easy and thus reduced the value of negating a skill.
Increase skill cap of Ham Snack. This skill is meant to provide Gaslight Joker with a potent engage/disengage moment when he successfully negates a skill. The long duration combined with innate Move Speed made it extremely difficult to counter play.
Health per level reduced from 90.2 to 80
No longer grants 10% Move Speed while the Skill Shield is active
Skill Shield duration reduced from 2s to 1s
Move Speed Bonus reduced from 24/36/48/60% to 20/30/40/50%
While Sinestro currently has a low win rate (43%), we are seeing him be very dominant in the hands of high skill players. These changes are meant to reduce some of the forgiving ranges/radius he has on skills in order to increase his skill cap.
Saw Blade: This skill was too weak early and too strong late due to all of its potency being tied to the missing health damage. This change is intended to even out the skills potency so that it is a viable option for single target damage throughout the entire game.
Dread Scythe: This skills is meant to be Sinestro’s early game wave clear and transition into late game utility via the Silence. As such, we are going to reduce the ratio to lower its potency late-game (allowing both Q and E to shine).
Fear Incarnate: We are reducing the Crowd Control and damage of this skill to make it a little less of a guaranteed kill
Increase skill cap. The width/radius of his skills was a little too forgiving, allowing the Sinestro player to be fairly inaccurate and still land kills. Additionally, the radius on Cull the Weak meant he could fairly easily land a double kill with a single cast.
Reduce hard crowd control. Sinestro was getting too much out of Fear Incarnate. We are reducing the duration of the Crowd Control and slightly reducing the Damage so that the skill is not a 100% guaranteed kill.
Missing Health on Saw-blade changed from 7/8/9/10% to 4/6/8/10%
Missing Health on Saw-blade no longer scales on Power Damage
Increased Range from 800 to 850
Increased base damage from 65/95/130/165 to 60/110/160/210
Increased Damage Ratio from .6 to .65
Damage ratio reduced from .6 to .5
Cone Width reduced from 60 degrees to 50 degrees
Damage reduced from 40/80/120/160 to 40/75/110/145
Cull The Weak
Damage radius reduced from 2.5 to 1.75m
Stun duration reduced from 1.5s to 1s
Fear duration reduced from .75 to .5s
Damage reduced from 175/275/375/475 to 175/250/325/400
Atomic Wonder Woman
Atomic Wonder Woman’s Move Speed passive wasn’t working out that well for her, with the already mobile kit she has. We’ve changed it to Cooldown Reduction upon reaching full Rev. So, when hitting full Rev, your skills on cooldown will be lowered by X/X/X/Xs, you don’t have to stay at full. The more you spam your skills, the lower your cooldowns will be.
Another thing we’ve did is transfer damage from her second Vault activation and put it more into her Sweep. We felt the Utility on the second Vault should be used more as an escape after getting a kill as opposed to dealing more damage.
Increase late game potency. The change to her Passive will help with her late-game output, while also giving back to the Sweep Scaling. CDR is always good to have and it will help her continue to have more rapid output.
No longer grants Move Speed at full Rev
Skill now lowers cooldowns of skills on cooldown when hitting full Rev .25/.5/.75/1s
Second Vault does 50% less damage
Damage Base increased from 30 to 35
Ratio increased from 30% to 40%
Duration of Bleed decreased from 5s to 3s (Damage of Bleed is unchanged)
Cooldown increased from 140 to 145
We are increasing Cyborg’s base Move Speed and Cascade’s Slow potency so that he can more effectively secure kills and potentially escape ganks.
Base Move Speed increased from 370 to 375
Slow increased from 20% to 25%
The Micro Cooldown change is meant to improve Green Arrow’s fluidity; allowing him to more easily swap stances based on the flow of battle. Additionally, Ballistic Arrow was doing a bit more damage than we wanted and with his overall efficacy improving, needed a reduction.
Micro cooldown between stance swapping reduced from 1s to .5s
Damage reduced from 15/45/75/105 to 10/30/50/70
This change is meant to give Star Sapphire higher than average Move Speed when she has the crystal attached.
Base Move Speed increased from 3.6 to 3.65
Mecha Wonder Woman
Damage per second of this skill was a bit too low, making it a risk proposition for use.
Damage increased from 240/370/500/630 to 300/430/560/690
The output value of Atrocitus’s passive was a bit lower than we intended and was not rewarding the Atrocitus player who focused on durability and soaking hits for his team.
Red Lantern’s Rage
Added a 1% Bonus Health ratio.
The intention of this change is to reward players who actively stance swap.
Triggers Reach Directive whenever he switches stances.
Thorn Shield’s potency is being brought in-line with other comparable temp health shields.
Cooldown reduced from 16/14/12/10 to 10s
Will Scaling increased from 15% to 17.5%
We are lowering the range on Constrict so locking down a Champion will make him get a bit closer to his target. He is too safely locking down Champions and dealing his full combo with too little risk.
Range reduced from 575 to 500