#My things about hero balance

3 messages · Page 1 of 1 (latest)

inner summit
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in this topic I wont present my ideas about 3 classes in game: Hunter, Rogue, Warrior

Hunter
As Hunter main I can say, that PVP for Hunter is very hard, but she can easy farm all PVE, that looks like pay for this, but I think that for PVP Hunter good idea give him arrows pure damage effect (damage through any armor), but decrease start damage, because Hunter looks like Glass cannon, but against warrior armor looks like only glass. The second change give for Hunter mark arrows, that marked enemy and I fink about 2 effects: u see traces of target or increase your speed than u see back. As u understand this gives for Hunter more ways to kill fat Warrior and supposedly elusive rogue

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Rogue
Unbalanced class then this game play gamers without headphones and reaction, But I fink for this class need to give back speed from talent in invisibility in first. Second fink him talent for steal is trash and I suggest replacing this to critical punch for enemy body (with same cast time), that not making damage, but after 7 punches enemy already died and this punches not work against block (yes this only one way, that giving to rogue kill Warrior that I can imagine that will not make him really imbalanced vs over classes). And rebuild traits, 1 point is not used.

Warrior
My favorite part. after my earlier post about nerf Warrior I think that this hero main problem in 2 things: horn, that give him very much rage and possibility to catch any class and kill, so this item need cooldown or not giving rage, because he have much over ways to take this, twin problem Battle frenzy/raging shout, this ability should not give unstoppable and break out anything, but reduces the duration of negative effects about 50%. About resist to anything let to this be, because my suggestion about rebalance Rogue and Hunter fix this, but in PVE this good things, that should be. His damage let him too, but this attack animations than he kick and move with same speed as run needs to make shortly, but maybe it's unnecessary

About Priest I cant say anything, but some one as priest player could say that he thing about this hero balance.

next grove
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I edited this for clarity;

Hunter

As a Hunter main, I find that PvP is quite difficult, while PvE is incredibly easy—almost like a trade-off. To improve Hunter’s viability in PvP, I suggest adding a pure damage effect to arrows (bypassing armor) while slightly reducing their base damage. This would reinforce the "glass cannon" playstyle while making armor less of a hard counter.

Another improvement would be marking arrows that apply a debuff to enemies. I have two possible effects in mind:

Revealing the target’s movement trails.
Increasing the Hunter’s movement speed when the marked target is facing away.

Both changes would give the Hunter more strategic ways to deal with heavily armored Warriors and slippery Rogues.

Rogue

This class feels unbalanced, especially against players who don’t use headphones or have slow reaction times. To improve it:

Bring back the movement speed boost while invisible (previously tied to a talent).
Rework the "Steal" ability, which feels weak. I propose replacing it with a "Critical Punch" attack. This wouldn’t deal damage immediately, but after landing seven consecutive punches, the enemy would be instantly taken down—unless they block. This would give Rogues a way to counter Warriors without making them overpowered against other classes.
Adjust traits, as there is currently one talent point that feels useless.

Warrior

After previously advocating for a Warrior nerf, I’ve identified two main issues:

The War Horn grants too much rage and allows Warriors to chase down and kill any class too easily. It either needs a cooldown increase or should stop generating rage altogether, since Warriors already have plenty of ways to build it.
Battle Frenzy/Raging Shout should no longer grant unstoppable status or break all crowd control effects. Instead, it should reduce negative effect durations by 50%. This would still allow Warriors to resist debuffs while ensuring they aren’t completely immune.