Oh Valeera, you poor soul. Currently working as a plague on quick match and preying on low-skilled players, you are a difficult hero to work with. With this rework, I aim to normalize her power, making her much stronger against better players who can counter her easily, while reducing her uncounterable power against weaker players. I also want to push her into the "anti-carry" and disabler role rather than the "100-0 this squishy" role she shares with multiple other heroes. Most importantly is the change made to Eviscerate, where it deals a small bit less damage, but it also disables the enemy for 2.5 seconds if you've built up the Combo Points enough. Placing a silence at the end of your ability chain means that enemies have a chance to get away, but having it not be tied to a Vanish skill means it can always be used or saved, and silencing an enemy will generally spell a death sentence for them if your team is around to help.
Next, Vanish got buffed pretty much overall. Right on activation you can teleport onto the enemy with 4 range, giving you far more in-combat mobility and dueling potential, and if you get revealed you can still jump on the enemy with your abilities. This gives you a fighting chance if the enemy tries to reveal you repeatedly, although this doesn't mean it's pointless to reveal you in the first place, because if you don't get revealed and enter Deep Shadows your abilities become much more powerful as initiators. This comes at the cost of Cheap Shot and Garrote being weaker on the initial cast, which is a healthy price to pay. Speaking of which, each ability now has an actual use and no longer overlap with eachother. Ambush deals the most damage on the initial cast and is good for raw burst, and if empowered has good range equal to pre-nerf. Cheap Shot is a baseline interrupt and blind, and if empowered has some sizeable lockdown. Garrote has a lot of damage reduction on the target which hurts mages and bruisers quite a bit, and if empowered deals some more damage to go along with it.
When it comes to talents, rather than making each tier themed, having the option of mixing and matching damage lockdown and Energy talents together provides a lot more utility. Level 1 is no longer dominated by Crippling Poison, being replaced by a level 1 healing reduction talent if you forsee that being useful in the future. Meanwhile, Crippling Poison now has to compete on 4 with improved initiation and more damage, both talents also increasing energy efficiency. Level 7 sees a buffed Slice and Dice, and also a super cool talent that slightly increases the power on each Vanish skill slightly, giving some nice flexibility but less overall strength. Level 13 is a pure utility tier with some 16 talents moved down a bit, and with Thistle Tea now providing Energy over time to be more efficient if you like spamming abilities. 16 is the only tier that lets you specialize a Vanish ability, but rather than forcing a choice between damage and lockdown, each talent provides specialized utility with Assassinate increasing your engage range, Blind making Cheap Shot a much scarier engage, and Garrote being even better against damage dealers. Lastly, the storm talents generally just alter Vanish in some way, with Smoke Bomb giving you a near instant engage when used, Cloak of Shadows now being required for the movement speed boost, and then some new talents that provide an unbreakable hide skill, and a way to increase your finisher's power.
If you want to see more of my work, here is a list of all the designs and reworks I've made.
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