How about we put a limit on Surge abilities for starters? Infinitely increasing stats is just asking for trouble. 8? 10? 12? What should the limit on Surge be? Should illusions trigger it? Should summons? Personally, i think the illusion + Surge interaction is fun (i have a whole deck based around it), but i also recognize that it's abusive & probably needs to go. I would like to see the following changes for illusions: *Changed to only vanish after taking damage (not when an ability/spell is used on it), so that while they wouldn't have spell presence, one could still target them as the center of a spell (spell presence granted by something else). *Changed to have a "cannot gain additional effects/abilities" clause *Surge interaction removed *Transplant interaction removed *Special, Illusion compatible abilities introduced (Swap from any range, transform into real/Manifestation/Summon, Surge: Illusion, etc.) *Abilities that should/already work with illusions made more widespread amongst illusion creating champions (Pawn, Flanking, etc.) *Would like to see an activated ability that force swaps location with nearest illusion (of the same champion) when a fatal attack has been struck, similar to Escape Magic. Illusion then takes that attack and dies. *A targeted Deception like ability. Targets illusion, target illusion vanishes & ability user re-enters play along with 3 copies of target illusion, ability user appears indistinguishable from the illusions (would work well with Illusion of Lies). Attacking the real ability user would cancel the deception.
Another option would be to remove projection, giving him -3 to 6 effective dmg and loss of illusion utility.
There was a big hubbub about illusions - "everyone" (more or less) does know. I understand what you're saying about a nerf making up for the buff, but it is not logically implied and I don't consider it a valid argument to say +3 nora = Surge.
Its a glass cannon, high damage with 0 defence. I really dont understand why people deem this rune worthy of yet another nerf.
its ranged + stealth ranged + any good melee mechanic is usually op ranged + fury = op melee + fury = balanced
Ranged + stealth:Blood banshee Flame skitter Jakei icefisher Dwarven sharpshooter Sandhunter Deadly tracker Vashal quillquip Ranged + fury:Bloodbinder count. Wow, the meta is overwhelmed with so much OPness.
Yeah, according to f20p, icefisher is OP because ranged + stealth. LOL Well, yeah, there were plenty of champions that used to have stealth and were OP (shadowstrike), but usually the problem was more complex than merely "range + stealth".
I think that free20play mention was directed to sandsnipe and darkmarsh fury, if we are going to take everything literally, well, everyone will look silly.