u/Extreme-Sense-2411

Changes I’d like to see for vanguards

I think several vanguards could use buffs to their survivability and/or utility.

Make tenacity a vanguard only passive. It makes no sense for strats/duelists to just become CC immune over time/from RNG. It would make sense for the vanguard role, which is supposed to be all about being sturdy/taking up space/making your presence known.

Angela

  1. Increase the radius of her kidnap/dive skill. She’s still big, can be CC’d, makes a lot of noise, and it has a 6 second CD. This would not be OP and can still be countered/avoided, but it would remove the frustration of your skill missing despite looking like you went right through your target.

  2. Increase Angela’s HP/shield amounts by 25-50 each. She’s such a squishy tank and after multiple patches of nerfs, just feels bad to play.

  3. When Angela is grounded it should actually ground her and put her into axe form, not make her float above the ground at a snails pace and turning her into a sitting duck. She’s a vanguard that specializes in swapping between flight and ground mode. Grounding her shouldn’t be as ridiculous of a punishment as it is.

Rogue - Rogue with the current tenacity system and without the gambit team up feels HORRIBLE while with the gambit team up feels slightly over tuned. I think rogue needs some cooldown adjustments, better survivability, and the gambit buff needs to go/be changed. I want to preface rogues changes with I am not saying she needs ALL of these buffs, I think if she got every single one of these she would absolutely be OP, but I have a lot of ideas for her and am not sure which would be the best fit so I am just listing all of them.

  1. Reduce the CD on her ability absorption down from 25 to 20 seconds. If she misses with it, further reduce the cooldown to 15 seconds instead. It feels way too punishing to miss with this ability and it’s literally her main power she is known for across the marvel universe.

  2. Increase the amount of healing per second when landing her ability absorption skill from 60/s to 70/s to help with her survivability when diving the enemy team.

  3. Remove the gambit team up, it’s too OP. Rogue goes from a bottom tier vanguard to a much higher tier vanguard because of this ability. It needs to be changed maybe into a less game-changing ability. My proposal would be a ranged skill where rogue shoots an exploding card that deals AoE damage and temporarily reduces enemy damage dealt by 10% for 1.5 seconds on a 25-30 second CD. Would give rogue 1 ranged ability.

  4. Defensive Stance - Currently uses up 60 energy per second and she has a max of 100 energy. Reduce this to 50 energy per second to SLIGHTLY increase the duration to further help with her survivability when she dives. Would make the stance go from 1.67 seconds to 2 seconds.

  5. Increase rogues flight duration by 1 second and her movement speed while flying by 10%. In general I want rivals devs to stop treating flight as a handicap that they’re terrified of becoming OP and given rogues brawler status I don’t think this would be a horrible change.

  6. New passive - Rogue heals for 1% of all damage she deals. Makes sense with her ability to drain enemies that she touches while giving her slightly more self sustain.

Dr. Strange

  1. Make it so that Dr Strange has two separate ultimate abilities with their own separate charges, his current aoe stun and then make his portal ability his second ult. The fact that people can swap to strange just to portal in the last few seconds of a match is a bit cheap/lame design and makes him almost into a portal-bot where people who don’t even play the character just swap to him out of a desperate attempt to turn the tide of battle. Treating the portal as its own separate ultimate would make it so that you actually have to commit to strange to take advantage of this strategy and keeping the 2 ults on separate charges would allow him to use both after he gets them both charged. I love Dr strange and love his portal ability, but hate having to look out for it at the end of every other match even when there hasn’t been a strange all game.

  2. The sorcerer supreme could use another spell in his arsenal. I don’t like the design of constantly increasing strange damage/offensive capabilities as I think he fits better as more of a shield/utility caster tank. So the new proposed suggestions for his kit are as follows…

A. New Spell - Book of Vishanti - Dr. Strange reveals enemy cooldowns and ult charges briefly. A unique information gathering spell.

B. New functionality to his shield - When Dr Stranges shield shatters it scatters runes on to himself and nearby teammates temporarily reducing incoming damage by 20% for 2 seconds.

Thor - I think Thor is a great offensive dive tank who doesn’t need any adjustments to his damage or survivability, but could absolutely use some more team utility.

New passive - Herald of Thunder - During storm surge, allies near Thor briefly gain 10% increased movement and reduces reload times by 35%.

Captain America - the leader of the avengers is already great at distracting enemy teams and chasing them down and while buffing his ult to give teammates faster ult charges was a great step in the right direction, I think giving him just a bit more team-leader-oriented utility is needed.

New Passive - Sentinel of Liberty - When cap uses his ground slam he creates a shockwave that instantly reduces his teammates current cooldowns by 10% and applies a buff to nearby teammates lasting for 2 seconds that reduces the effectiveness of incoming slows/stuns/roots/knockbacks by 30%. If tenacity was removed from other roles it would open up a few options for more group buffs/utility to counter hard cc without feeling as rng/horrible as the current tenacity system. Just a small buff window tha reduces cc effectiveness.

Tankpool - He’s already decent but I’ve always felt he’s a bit squishy for the vanguard role and they’ve continuously nerfed his damage output multiple times now. I don’t think he needs any buffs to dish out more damage, but i do think he could use some slight improvements to his survivability. Deadpool should be able to last on the battlefield slightly longer so he can cause more chaos.

Reduce the time it takes for his healing factor kicks in from 5 to 4 seconds.

When the emergency proc triggers from taking 200+ damage in 2 seconds, bump the emergency heal rate slightly from 50/s to 60/s. A minor number that helps him survive burst windows without affecting normal play.

Increase max HP by 50.

Devil Dinosaur - as much as I love DD and don’t want him nerfed into the ground, I do think he is SLIGHTLY overturned and could use some very minor tweaks.

  1. Reduce bleed damage from 1.5% of max health to 1.25%.

  2. Apex Advantage over health - reduce from 150% of bleed damage to 125% of bleed damage.

  3. Prehistoric Plating - reduce the ult charge reduction for enemies who damage DD from 35% to 20%. Keep healers at 35%.

Venom - Venom could use some slight team utility.

  1. New passive - When venom receives damage there is a 10% chance to release a symbiot which slowly moves towards nearby teammates. When a teammate comes into contact with the symbiot they can 30 overhealth. Max of 2 symbiots on the battlefield at once.

Emma Frost - I feel like they didn’t lean into her mutant ability to create illusions.

  1. Bring back the team up ability Emma had with psylocke, only just give it to Emma. Aka the ability to create an illusion of herself on the battlefield to throw enemies off.
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u/Extreme-Sense-2411 — 4 days ago