Hello Hunters!
Stygia is getting some modifications. All changes were monitored by the KLG and carried out by our expert game master, Sami.
He wanted to explain his work on Stygia, so we will shut up for a bit and give him the stage.
“Hey everyone, I am Sami, a game master, part of the Designer team working on Hero Hunters and I would like to share some thoughts with you regarding Stygia.
I want to start by saying that my own goal when designing skills and balancing heroes is to find the middle ground between each hero’s pros and their cons. I try to design skills and balance in a way that allows new heroes to excel in what they are good at, while at the same time having clearly defined weaknesses that can be countered by savvy players.
Stygia currently seems to excel at everything with barely any room for counter play. She can deal high amounts of Single target and AOE damage, while having significant crowd control and survivability. To the point where she beats the survivability of some tank heroes, and exceeds the healing of some supports with her life steal ability.
Since she is a damage dealer, we decided to avoid tuning down her damage skill. The main balancing issue we pinpointed was mainly in that she has high survivability and a lot of crowd control. By toning down those strengths, she remains a top rank damage dealer while making it so that she needs to be protected a little more in order to be effective.
We monitor player feedback very closely, and the biggest concern that we heard from the community is that she is a must pick for extreme missions precisely because of her survivability.
Due to this, we tried to balance between the feedback from the PVP community and the Extreme mission community in a way that got us to tune down both her survivability and crowd control by a small margin, instead of reducing either trait by a large one.
We always appreciate your detailed feedback, and it greatly informs how we go about game balancing! We’d be happy to see you test Stygia after her modifications and share your input with us! Thank you for your attention and for being such a passionate and awesome community.”
STAT CHANGES:
No Changes
ABILITY CHANGES:
BRONZE ABILITY: Wicked Quagmire
Calls upon a darkness from the sky dealing 156,167 Damage every second to enemies in the area. The miasma persists for 10 (was 12) seconds. Enemies in said cloud lose 70% (was 80%) of their movement speed, are silenced and are marked with WICKED QUAGMIRE
SILVER ABILITY: Decay Theory
Transmits a burning pain to the enemy, dealing 52,056 damage and stunning for 8 (was 10) seconds.
If Decay Theory is used while an enemy hero is marked with Wicked quagmire the skill is instantly refreshed
GOLD ABILITY: Terminate
No Changes
If an enemy is killed, this hero senses their fear. This hero will now heal for all damage they cause but will take 120% more damage for the next 15 seconds
PLATINUM ABILITY: Reboot
When brought under 40% (was 50%) health, Stygia gains a shield for 4,310,468 (was 7,184,113) damage. The shield lasts 10 (was 15) seconds or until destroyed.
The ability can retrigger each time this hero falls under 40% (was 50%) health.
RUBY ABILITY: Doing Damage
No Changes
The difference between a good DPS Hero and a great DPS Hero lies in the amount of damage they can dish out. This Hero receives a 27,953 Elemental Attack Damage bonus, as well as 30% Skill Charge bonus for their Bronze Skill.