Previous Posts: 0, 1, 2, 3.
- Torpedo Dash is now available for level 0, and the cooldown has been increased from 12 seconds to 18 seconds
Complete disclosure, this is an idea from an earlier rework, except that one didn't do the cooldown increase. That's there to try and keep the balance, but honestly I don't think that matters too much here.
- New Level 1 Talent: Nerf This!: Scoring a Takedown on an enemy Hero will now reset the cooldown of all Pilot Abilities(Torpedo Dash, Concussive Pulse, Call Mech, Big Shot)
Spoiler: GGWP is changed. A full reset might be going too far, and a 50% of total be better balanced, or something like that.
This offers access to what is now hopefully a more competitive tier earlier in the game – you've got the buffed(to be PVE) Coming Through, the buffed Dazer Zone, the unchanged Aggression Matrix, and the more "damage-reducer-build" based Nuclear Option, as well as a new trick.
- New Level 4 Talent: Reserve Battery: Activate to recast the last used Mech Ability, granting access to all talents that ability has. Any talents that grant cooldown reduction reduce the cooldown of the original ability. Once used, a new ability must be cast. 45 second cooldown
This is meant to mostly compete with those that love Aggression Matrix, and also offer people who go a more booster-based build at 1 some reward. It felt super nice to have Crash Course at 1, go this at 4, go and hit some Heroes with 1 cast of boosters, use this cast of boosters to hit some more heroes, and then the original boosters comes back up, so you use it to hit some more heroes. The mobility it offers by way of Boosters might be too strong, but the cooldown going too long I think would drive its usefulness too low.
New Level 7 Talent: Charged Blaster: After not using Basic Attacks for 5 seconds, the next Basic Attack deals an additional 150% damage, and splashes around the target
This is actually heavily inspired by Deckard's Horadric Staff talent, except the bonus is purely damage, and also requires downtime to activate. I'm actually pretty happy with how the visuals turned out on this one, as it's all recycled from existing Big Shot assets.
- Ablative Armor: Damage prevented with Ablative Armor now grants less Self-Destruct Charge, but when damage is prevented by Ablative Armor, D.Va's Mech gains 25 Spell Armor for 2 seconds
This causes Self-Destruct charge to be much harder to come by with Ablative Armor, but has the benefit of opening more abilities up to Ablative Armor, and a rather large increase in bulk against things that aren't reduced, so long as you are reducing something.
GGWP: No longer resets the cooldown of Call Mech on scoring a Takedown on an Enemy Hero, and now instead causes all damage dealt by D.Va or her Mech to ignore Positive Armor
This still grants the increased Pilot Damage, all that's happened is a swap out from Call Mech Reset to what is essentially bonus damage to D.Va. This entire idea actually sprouted from an idea I've long had that Self-Destruct should ignore armor, and this would finally give that as an option. This is probably a little too strong.
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© Post "For every week that D.Va doesn’t get a balance patch or get reworked, I’m going to post 7 QoL or Balance adjustments. Week 4" for game Heroes of the Storm.
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