Bard Changes

Meep Man·3/16/2015, 1:40:42 AM·1 votes·224 views

These are things I would like to personally see happen.

W- Caretaker's Shrine I feel like the Caretaker Shrine could be a much better ability, especially when scaling into late game and for its placement and uses. Come late game, waiting 10 seconds for a 230 (+45% AP) heal is pretty bad. You can place 3, but then you have to wait to place all 3, upon which another Support could have stuck with his allies for similar heals. A point and click instant heal is possible, but it yields much less reward for the mana cost and cool down. I also reworked its speed boost to be of more use for out of combat purposes and late game in-combat purposes.

  • Charge Time decreased to 10/9.5/9/8.5/8 seconds from 10 at all ranks
  • Max Heal increased to 70/135/200/265/330 from 70/110/150/190/230
  • Max Heal AP Ratio increased to .65 from .45
  • Movement Speed Buff changed: When an ally picks up a Shrine, they gain 30/35/40/45/50% movement speed for 6/7/8/9/10 seconds while out of combat. Upon taking damage, the duration is reduced to 1/1.25/1.5/1.75/2 seconds if the duration is above that.

E- Magical Journey I evened the floor for allies and enemies, giving Bard more AP scaling and making enemies actually move at reduced speed while moving through it. Eventually I could see a choice for the enemy of if it was worth going through a Bard portal if Bard goes pure AP. I also made it more worth using for when Bard is collecting chimes along the map.

  • Ally Speed Boost changed to 10/15/20/25/30% (+7% per 100 AP) from 10/20/30/40/50%
  • Enemies now move 0/5/10/15/20% (+2% per 100 AP) slower from current speed
  • Cool Down is reduced to 11/10/9/8/7 seconds if Bard has not been damaged for 12 seconds

R- Tempered Fate This ability is extremely versatile, but can be quite trolly and in a lot of cases downright not of much use. So, why not add some crowd control to make it less of a "Ally becomes sitting duck" and make it even more versatile. I also made it freeze enemy cool downs to be more on your side. Finally, I bumped up the range, especially late game when you will be hunting Chimes all along the map.

  • When an allied target comes out of stasis, nearby enemy units within 650 units are stunned for 1 second (this does not affect enemies put into stasis)
  • Now freezes enemy cool downs
  • Range increased to 3000/4250/5500 from 2500 at all ranks (no projectile speed increase)

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