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PA's hero design is fine as it is. I don't think she needs a rework. The only thing you could rework about her is remove her evasion and replace it by something like old Void's backtrack, because built-in evasion on a position 1 hero is a pretty silly concept since everyone will be rushing counters ASAP. But then you still have a ******** RNG skill.
PA is just super weak right now, because she's the most recent victim of the typical Icefrog "make it look like I buff a hero but actually I'm massively nerfing him if you read between the lines" **** move.
- Phantom Strike duration and number of attacks doubled on creeps
- Ghost Scepter nerf. Anything you want, just nerf that item.
There. Remove those absurd changes from 6.86 that cut down her damage output by removing the crittable damage from MKB and abyssal and also creates an item that disables her harder than Hex for 5 seconds with no counters, and add a slight farming speed boost. PA is now playable.
Ignoring any buffs to the hero, and nerfs potentially, there's an aspect that of her that would make me want to see a rework, and that's the fact she is arguably the most RNG dependant hero in the game... Which is not what the hero should be; That's Chaos Knight's job.
She has that, because unlike CK, she doesn't actually do anything without getting lucky. Without crits, she's just a really meh right clicker, and her crit is a really low chance of success. Without evasion RNG, she's super squishy. That's a really awful position to be in regardless of the other factors. CK, despite being a random hero, all his abilities still do the core thing without good luck. You always get a stun, you always get a gap closer, you always have burst damage, and you always get illusions.
I would be in favour of a rework of some kind just to make her less dependant on RNG, because it's wrong to see the RNG dependant hero be more reliable than her.
12 responses and not a single critique of this particular rework, instead people arguing about whether RNG is still a thing and ideas on how to buff PA.
Please make a new thread if there is anything to talk about current PA, this thread is about the rework suggested.
Man, where's Yzreel when you need him? That dude always gives useful feedback.
You suggested a rework; People are naturally going to have an opinion on whether or not it's needed.
Viewpoint;
You've made her more reliant on BKB, which kinda sucks, but it's not the worst thing in the world. .
There is no way on earth a 60% blind should last 9s and have an uptime of 2s. Not an AOE blind that can efficively blind in a 600 unit line. 9s is a really, really long time in team-fights. Whilst technically it doesn't change her EPH against physical damage much, a blind affects a teams out=put against everyone in the absence of BKB's. That just sounds insane on a hero who can man-fight.
The passive is probably good, can't really judge it that much.
Ulti is probably better, if kinda non intuitive. I think that increasing the crit chance to 40 might be a little much, because that's a pretty big threshold in the late game.
I hate the ag's just for the idea of globally removing true-strike, when you have a hero that's got an innate blind. A late game team-fight is always going to go on longer than a BKB duration; That means you'll always get the blind off on relevent heroes. You just stack evasion and such, and suddenly your team becomes unkillable in spite of the random crits. There is a lot of really good evasion in the game, there has to be an item that works around it. Even if Silver Edge works against it, the idea still feels wrong.
So, to sum up; I get the feeling it's just a little overdone. You have a better crit, mobility tool and stifling dagger, so your early game is good. You've got the crit plus blind plus BKB so great mid game, and your late game can be good again since innate damage is a thing along with the ag's.
Thanks Sanvitch for that evaluation, I'll look into tweaking some of the numbers.
I may make her ult crit an increased chance on threshold that is less than a doubled chance.
Still need to adjust flash step, part of the idea was that the miss chance prevents enemies from easily last hitting, but it may be too strong late, though it can be purged.
And the Aghs was a tricky ability, but it is designed to also be a doubled edged sword, since getting evasion on the team the PA is fighting will turn it against itself, especially if they happen to have Arc Warden.
The team PA is fighting will almost always have a harder time hitting her team though; You gave her a 6s AOE blind. Short of the 100% exceptions, that's gonna add up.
Being purgable is great... when it doesn't have a 6s cooldown, and thus can burn through Diffusal charges, and is lower cooldown than most other purges.
It's kinda hard to critique the rework that is that poorly worded and therefore isn't understandable. When does IAS bonus activate? What part of the passive you can toggle? Coup de Grace description is completely messed up, "the next hit will crit at a lesser default value, but will still have a higher chance of crit" - so will it crit 100% of the time like Brew's E or at "doubled chance" and until when will this 2x crit chance override the standard? With Icefrog I at least know what exactly to flame him for xD
Also Revolution fixes the excessive RNG in Dota... by adding more RNG? A BKB-piercing disarm with a 9% activation chance and a free crit for everyone that is better than Juggernaut's (which is Imo the best crit in the game since it's highly reliable) and is basically a 45% DPS boost for 15 seconds? It makes no sense.
Well at least for the as speed boost I think he means that if you hit a unit while Killer Instinct is activated you will get the as bonus for 6 seconds so after you loose the as bonus you need to wait another 6 seconds for this to activate again (think Liquid Fire). I think it is there to still give Phantom Assassin a farming tool while not removing her damage steroid in fights.
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