03/01/2025
▎ Some of our proposals of Wisp, Veres, Allain and Lauriel adjustments
In addition to you submitting some ideas in the submission form, we also make some corresponding proposals. Below are some of our proposals that have been considered and sent.
⚠️ Note for you: These ideas and proposals are for reference only and are not being tested or prepared for official release.
1. Wisp (buff)
There is a bit of a problem with skill 3 Wisp, which requires standing still to cast the spell, which goes against the rule of the marksman role, when they need to continuously launch normal attacks to attack rather than maintain the skill.
Skill 3:
Stand still to cast → Create a designated area
In return, the casting range is reduced.
2. Veres (adjust)
Veres has 3 common problems that need to be considered for fixing: her ulti is not reasonable and her control ability is too long.
One ridiculous thing is that the additional damage from lost health is not used. Players always use skill 3 to quickly approach even when the enemy hero is full of health, especially the thin-health heroes. And the confusing thing here has appeared, thanks to the increased physical attack and armor pe*******on, making her too strong with many defensive equipment. If she only has 1 Muramasa item to increase armor pe*******on and the rest are defensive equipment, Veres can still shock damage the enemy as usual.
Next, when she uses skill 3, the enemy will often be in a state of being continuously controlled by skill 1 and 2 for more than 1.5 seconds. Warriors often focus on dealing continuous damage rather than bursting while they are controlled for a long time.
Finally, the third problem is that after casting her passive, it is often very difficult for her to return to 4 points of passive in combat.
The following solutions hope to solve Veres's explosive damage problem and maintain long-term regeneration.
Skill 1:
Remove the 1-second stun effect.
Skill 2:
Cooldown: 12~9 → 6 seconds
Skill 3:
Remove the lost health, change to AD that directly increases skill damage.
Remove the effect of increasing additional AD and armor pe*******on.
Changing target type will trigger the effect: Enemy hero → Any target. Now hitting the target will cause normal attacks and skills to receive double the passive points. This means that hitting a skill now will receive 4 passive points if it hits 2 chains, and a chain or normal attacks will receive 2 points directly instead of 1.
3. Allain (adjust)
Allain often has a su***de playstyle using his ultimate to quickly approach the enemy. However, the passive mechanism accumulates too long to explode, even though the intention of the explosion phase is after stacking normal attacks and skill 1 to stack 16 points.
Players also often complain that enemies easily dodge Allain's skill 1.
In addition, there is an absurdity that Allain's skill 1 will cause a 0.75 second knock-up, which forces the enemy to suffer a series of unreasonable attacks. In the later stages, Allain's damage is often too high when the enemy only needs to suffer skill 1 to be defeated.
The following changes help Allain quickly develop after his su***de playstyle and maintain overall effectiveness sooner. It also solves the problem of approaching the target later and increases the mobility of casting skills. At the same time, weakening the damage in the later stages to balance.
Passive:
Max stacks: 16 → 7, armor pe*******on percentage unchanged (48% will be reduced to 21%)
Increased damage immunity to increase resistance quickly: 2% → 4%
Skill 1:
Knockup for 0.75 seconds on the first slash → the final slash.
Remove the stationary and self-slow mechanism. Allain can now hold the skill and move continuously at his own movement speed.
Skill 2:
Remove the 99% slow effect. Since he can now move freely, he no longer needs to bind the target.
4. Lauriel (adjust)
With just one small skill, Lauriel can cast the untargetable effect continuously. This ability helps her easily dodge all skills, and can also jump over the tower and escape safely to make the tower lose its target immediately. This means that she always ignores the mechanism of increasing damage according to the attack of the tower. The tower is responsible for protecting the heroes to become safe, but Lauriel can easily destroy it. Even when escaping the ultimate area, the ability to quickly recover the 2nd skill allows Lauriel to approach the target continuously and the enemy cannot do anything about the untargetable effect in the late game.
Another problem is that after a missed dodge, she can pay with her own life very quickly.
The following solutions will help her maintain a more sustainable position and at the same time reduce the overwhelm, especially other weak mage heroes.
Skill 2:
Remove the untargetable effect.
When Lauriel stands on the skill 3 area, her dashes will become immune to control. Otherwise, her dashes will not have a special effect.
New: After dashing, instantly gain a shield that lasts for 1.5 seconds, stacking up to 5 times.