It’s gonna be a year of versus soon, and Monster power has been a constant through the entirety of it
Sadly, they’re weak. Troll is almost there in the perfect spot, but Rat Ogre needs a LOT of help, so let’s start with the easiest one
Bile Troll
Bile Troll seems to play more of a Sniper, alongside denying passage through very tight chokes with his Heavy melee. If Troll decides to go in, he’s basically dead, with no chance to Escape
This happens mainly because of Stagger, but to be more specific, it’s Bomb Stagger
It’s absolutely unfair that the enemy team can save a bomb each (and 2 extra if there’s an engineer on the enemy team, + trollhammer), and also have their ults (for those who apply stagger). That is at the very least, 6 possible staggers to the Troll, so the changes should be simple
- Bombs no longer stagger troll (Also applies to Trollhammer torpedo)
- Removed stagger immunity after being staggered (Currently, You can’t re-stagger the Troll if you had Staggered him in the latest 2s)
Now the Troll can be staggered only a fixed amount of times per engagement (The maximum being the amount of stagger ults the hero team has). The 2nd change is to prevent moments where unorganized teams use their ults at the same time, to not lose that much value out of their ults (They would still be wasting precious stun time, but at least it’s better than no extra stun time)
This would promote teams to bring stagger heroes, instead of just blowing him up with Engineer trollpedo while the troll himself can do nothing if he’s forced to engage
Rat Ogre
Rat Ogre needs A LOT of help, simply being, he has no current purpose, as he can’t slow down the heroes, he doesn’t combo well with any special, he can’t clutch games
In my vision of what Rat Ogre should be, he should be a lot more similar to the Tank in L4D. A disruptor that can force heroes to be in places they don’t wanna be, better at splitting the team allowing disablers to pick the strugglers, and in general just be a big mass of power in front of the heroes that they would NEED to react and play smartly.
With that said, here’s the proposed changes:
- Light attacks now launches heroes (like a troll heavy attack but 50-70% reduced launch distance)
- Light attack speed reduced by 10-20% (to prevent situations where heroes are permanently stunned on a wall because of the new lifting added to it)
- Heavy attacks are now unblockable (While yes technically it should already “be”, because the first hit drains stamina and the second passes through, this is not applicable unless something is already hitting said hero)
- Heavy attacks deal 50% less damage to downed targets (Currently best Rogre strategy is to jump on a downed hero to win the stagger immunity, and hit heavy attacks on them until they die, not a fun or engaging strategy)
- Remove stagger immunity after performing a jump (Done because of the next change)
- When staggered once, he will win Relentless (stagger immunity) for 10s (showcased by a visual red anger “aura” around him, alongside the boss healthbar indicating “Relentless” for the duration of it)
We now have created an actual bruiser that becomes a threat if you get close to it (You lose control of your character if you’re hit by a light attack, even if you don’t take damage this could be bad news because of opportunistic disablers)
He can now prevent revives, ledge people, corner desired threats, while still being staggereable when absolutely needed
Last important change for the bosses to be more fun
Remove Naturally spawned (on the map) strength potions
Strength potions are absolutely boss decimators, one player alone with it even if their class isn’t an anti boss, can deal at the very least 40% of the boss HP with constant fire (up to 100% if their class IS an anti boss)
These should be restricted only to Grailknight quest, or Ranger Veteran’s scavenger talent