R1 - Orbital BFG (ADDITIONAL FUNCTIONALITY)
Reduce the Cooldown of Blunt Force Gun by
20 seconds. Blunt Force Gun's missile orbits the planet every
5 seconds. Only the last missile fired orbits. Additionally, detonating the missile redirects it.
R2 - Boom Goes the Hammer (RENAMED, ADDITIONAL FUNCTIONALITY)
Gain
1 additional charge of Napalm Strike with a
6-second Cooldown in between uses. Increase the range of Napalm Strike by
75%, its impact area by
50%, and the impact area duration to
8 seconds. The impact area explodes after every
2 seconds to deal
90 damage.
Active - Immortality Protocol (NEW, ADDITIONAL FUNCTIONALITY)
Cooldown:
150 seconds
Activate within
10 seconds of death to allow Sgt. Hammer to revive upon death after
4 seconds. After revival, gain Unstoppable for
1 second and reset the cooldown of Siege Thrusters.
D - Graduating Range (MOVED FROM LEVEL 7, ADDITIONAL FUNCTIONALITY)
While in Siege Mode, Basic Attack range is increased by
1 every
1.75 seconds, up to
4. However, while at maximum bonus range, cannot attack enemies that are within
5.5 range. Passively increase Siege Mode's duration by
8 seconds.
Abilities
Your rework basically removes what being a Siege Tank means.
Siege Mode MUST be her core ability, but you turned it into a "Press this in a teamfight to easily win, then forget about it until the next teamfight" type. This is bad.
Spider Mines are named like that for a reason. If they don't chase, they are no longer Spider Mines. Not to mention that such a change will leave you no choice but place them into bushes only.
Hellblazer Canon is just unfair and unfun to play against. It will remove any other DPS hero from the game, because why would you pick anything besides Hammer who can annihilate everything with D+E (maybe even without D) from Level 1 by dealing absurd amounts of AoE damage from a huge distance while also moving while attacking.
The only change I like is Blunt Force Gun. It's a really nice buff.
Talents
Level 1:
Demolition Expert and especially Advanced Artillery won't see any play. Why? Because Ambush is just beyond broken.
Giving Hammer 100% bonus damage for the next 5 attacks after using an insane D+E combo is already strong enough, maybe even too much. But ALSO giving her Spider Mines Ыtealth? There is a reason why Blizzard didn't add stealthed traps/mines. This buff should NOT exist.
Level 4:
Siege Tactics seems lackluster compared to other talents. Why would you pick 25 SA instead of Lifesteal?
Level 7:
Pulse Detonation Core wouldn't be a problem if Ambush didn't exist.
Hover Siege Engines is just too much. She can already move while attacking, and this talent turns her into a better Tracer.
Level 13:
Tactical Mine Deployment should be reduced to 1 bonus charge and 10% bonus Slow. Remember Zagara?
Hyper Cooling System seems too weak compared to other talents.
Level 16:
Giant Killer should NOT have this: While Hellblazer Canons is active, increase this amount to 3%. I can explain why.
Level 20:
How does the redirection of Orbital BFG works?
Boom Goes the Hammer removes BFG from the game. Why would you pick it when you can pick Napalm Strike and then have a supreme zoning tool at Level 20?
Immortality Protocol should not exist. Do you need an explanation on why giving a DPS hero Resurrect with lesser cooldown and cast time is a bad idea?
That's probably it. I hope you will see this comment and reply to it.
Not saying that I agree that my iteration of Siege Mode is "press to win team fight", but there are plenty of other traits that functions similarly. Dragonqueen and Molten Core both are basically secondary heroics and they're more "press to win" than Siege Mode. Granted their CDs are significantly longer, but I don't think SM is too powerful. Maybe some talent interactions are overpowered but I'm working on that right now.
"Spider Mines are named like that for a reason. If they don't chase, they are no longer Spider Mines. Not to mention that such a change will leave you no choice but place them into bushes only." I share your sentiment, but I don't think having them needing to arm, chase, then rearm before exploding is a good fluid way for Hammer to be played (in my iteration of her at least)
"Hellblazer Canon is just unfair and unfun to play against. It will remove any other DPS hero from the game, because why would you pick anything besides Hammer who can annihilate everything with D+E (maybe even without D) from Level 1 by dealing absurd amounts of AoE damage from a huge distance while also moving while attacking." D+E combo which only comes online every 30 ish seconds that still reduces her mobility significantly and her AA speed even with the ability's AA speed buff. I personally don't think it's that powerful in SM. Maybe in TM, but I don't think so in SM.
"Demolition Expert and especially Advanced Artillery won't see any play. Why? Because Ambush is just beyond broken.
Giving Hammer 100% bonus damage for the next 5 attacks after using an insane D+E combo is already strong enough, maybe even too much." This I agree with. I went overboard with the numbers. "But ALSO giving her Spider Mines Ыtealth? There is a reason why Blizzard didn't add stealthed traps/mines. This buff should NOT exist"Well considering I've already removed their chase and reduced their damage, this is a pretty fine tradeoff imo. Also, Abathur already has stealth mines which are way more annoying.
"Siege Tactics seems lackluster compared to other talents. Why would you pick 25 SA instead of Lifesteal?"
Yes, I am aware of this and currently trying to adjust its functionality.
"Pulse Detonation Core wouldn't be a problem if Ambush didn't exist.
Hover Siege Engines is just too much. She can already move while attacking, and this talent turns her into a better Tracer.". Again, I don't think Stealthed mines are that much of an issue in Ambush. HSE is getting some adjustments.
"Tactical Mine Deployment should be reduced to 1 bonus charge and 10% bonus Slow. Remember Zagara?
Hyper Cooling System seems too weak compared to other talents." Yes, I went overboard with the bonus charges, but not the Slow imo. HCS I agree with, didn't know what talent to put there.
"Giant Killer should NOT have this: While Hellblazer Canons is active, increase this amount to 3%. I can explain why." I personally don't see the problem and 0.5% max health only seems pretty lackluster.
"How does the redirection of Orbital BFG works?
Boom Goes the Hammer removes BFG from the game. Why would you pick it when you can pick Napalm Strike and then have a supreme zoning tool at Level 20?
Immortality Protocol should not exist. Do you need an explanation on why giving a DPS hero Resurrect with lesser cooldown and cast time is a bad idea?"
OBFG's redirection is now instead of you recasting the ability to explode it, you can click the ability and have a target aim while the missile is moving (for example when you're trying to cast D as Qhira when she's spinning).
I went overboard with BGTH's numbers. It shouldn't deal that much damage and I forgot about the scaling.
For Immortality, I don't think it's too game-breaking especially when it competes with superior zoning and siege. The CD I agree should be significantly longer.
Thank you for your insightful feedback. They are noted, but I won't necessarily use them.