Personal take on how to rebalance giant snowballs - less damage, more utility on travel distance
Seen a lot of discussion on giant snowball and the augment set how much damage they do, etc.
I play a lot of every class, though assassins the least, and I do think the snowball augments are necessary in some form as a potential roll to help melees counter artillery and range comps. But right now, the damage is just stupid and arguably reverses the entire point of snowball
And also frankly, the amount of tank augments and stats compared to damage ones in mayhem is just sad, outside of lucky high rolls. (Like even this why do they flat stat augments for every stat in the game…but armor and Mr? Can’t have that)
I also think frontline falls off quite hard in higher mmr because backline players can actually kite space and position properly
But even if frontline stats are fine, it just feels absolutely terrible to play against ranged as frontline especially solo. In most games (not all, I feel like people always love to give anecdotal single game examples), you are basically afk getting cyber bullied for 70% of the game, 15% dead, and 15% engaging and fighting, doesn’t matter if you win those fights the game doesn’t feel that fun like that
Anyways here’s how I think snowball augments should be reworked:
way less damage. A ton of people just take snowball as a poke augment. Legit plays like old ap dragon form shyvana E spam, you can just take this as an artillery mage and now you have more ranged bullsht to spam. Or just a more reliable cc so that you can land your own hard to hit long range skill shots Or you just take th set as anything and one shot squishies, backline or not
In compensation, it needs more utility
The idea is that the snowballs should gain more max range and travel speed (either in the set or an augment). And for giant snowball, it should be like Nunu W, where it starts small, and grows in size and cc duration the further it travels. Maybe about equal to how it is now at midrange and stronger at max range. The reason for this is so snowball doesn’t just become an anti engage tool that it is rn, cause it’s such a strong anti melee augment atm tbh
Then idk either for snowfall aug or something else, you need more incentive to take the snowball rather than just throw it for damage or to slow them to make it easier to land your own skill shots. Make the initial snowfall weaker but recast stronger after taking it, or silence them after taking it, make the snowfall travel over your head after taking it, something you know.
The idea for these changes is to reduce its use as a poke and nuke tool, and make it more enhancing the engage aspect of snowball, while also tailoring it so that it doesn’t become an anti engage tool at the same time, basically rewarding it for using it as a long range engage, and you don’t reap the real rewards until you take the snowball.
Thoughts?
Another random idea I had is for a big snowball to fragment into a bunch of smaller ones and so it can hit multiple targets and you can choose which one to take