I’m a big fan of some of the “weaker” heroes in the game and a few of them I feel could use some minor tweaks to really bring them out of the shadows and compete in some team compositions. I’m not trying to make these heroes overly strong, but just some small additions to already existing skills that could make them somewhat viable in different modes.
Richter’s Entrench:
Old: While [Entrench] is active, this hero gains Armor, and immunity to knockback,
New: While [Entrench] is active, this hero gains Armor, and immunity to knockback, and a 40% reduction to enemy targeted disables.
Entrench currently is a very underwhelming skill. The armor is a nice addition, but its hardly enough to be worth the 8 second wait in the same position to get it. Immunity to knockback sounds very good, but currently it does not include structure knockback (When the enemy breaks your cover you are standing in) and there is only a few heroes in the game that have abilities that this prevents.
Adding a reduction to Crowd Control abilities would be huge for Richter. Decreasing stun,root (not that this would matter), disorient, silence, etc. duration would really fit what this ability is about, digging in and making him be able to take a hit and still keep pumping damage out.
Ronin’s Riposte
Old: Parries all incoming attacks, absorbs all attack damage up to a cap over 4 seconds and reflects it back at enemies.
New: Parries all incoming attacks, absorbs all attack damage up to a cap over 4 seconds and adds the amount of damage deflected to his next [eviscerate]
Ronin’s entire focus should be around his Bronze ability Eviscerate. How I see Ronin becoming strong as a damage dealing energy hero is having him be a long term “Nuke.” I want him to be rewarded for being patient over the course of a fight, slowly stacking damage for the right moment to finally use his bronze and turn a fight in his favor. Opponents will know they need to deal with him before he stacks too much damage, and this skill allows him to block any fire his way while also making him even stronger.
Pris’s Fatal wounds:
Old: All enemies hit by [Beguile] deal 15% less damage, all attacks against this hero do more damage.
New: If an enemy was also hit with [Sapper] within 5 seconds of taking damage from [Beguile], that enemy will take 30% of their max health in damage over 6 seconds.
(move “All enemies hit by [Beguile] deal 15% less damage” onto her bronze)
I always thought Pris had the best combo skill set in the game. She has the ability to throw he silver skill out and immediately use her bronze on them guaranteeing they take both forms of damage. Sticking with the name of her gold passive, I think she should be rewarded for hitting both abilities in her skill set in quick succession. This turns Pris into more of an assassination type hero where if she succeeds in doing her combo, the enemy has a high chance of dying. If they do somehow survive, they are maimed the rest of the fight with their reduction in damage.