Top 10 Changes
These are the 10 changes I believe should be prioritized in the next patch.
1. Balance changes
Nerf S tier builds, so we keep them in control (S- or A+ would be fine, we don’t need to overnerf either).
- Volcano
- Nova
- Corpse Explosion
- Fire Golem
- Phoenix Strike
- …
Buff popular builds that are underpowered, like D tier, so they can be viable in maps.
- Inferno
- Tiger Strike
- Smite
In general, we advocate for nerfs by lowering synergies, and for buffs by increasing skill’s base damage.
2. Fix Snapshotting
Snapshotting makes balance difficult :
- you either balance for the optimal case and harm non-minmaxing players (majority)
- or you create OP situations.
We think the only solution is to remove snapshotting entirely.
3. Bring dead skills back to life
Some fun skills are simply too weak to be viable for mapping (like Bone Spirit, Charged Bolt Sentry, …).
- Some need design changes (like Bone Spirit), so we suggest adding AoE to the skill.
- Some need more direct power changes, like CBS, maybe through pierce, range, or raw damage.
4. Raven should be its own build
Instead of being a sub-skill for Summon Druids. See changes here.
5. Buff Naj Set
In general, we advocate for sets to be used as a group (at least 2 items), so we suggest nerfs to single ones, and buffs to (k-items) synergies.
- Right now only the staff is used, and it is used alone, which isn’t how sets should work.
- Also, the set is to weak in general, so we added a bit of +skills and mf.
6. Nerf synergies, buff proc-based builds
We have done quite some work on synergies, with this guide explaining how they impact damage. The results clearly show that we need to nerf synergies to increase build diversity.

Indirectly, this will also buff proc-based builds, so we suggest changes to Innocence to keep them in control.
This is potentially a big change, so we suggest doing it incrementally over two seasons (half in each), to see how it goes.
7. Help strafe, multishot and zeal oskill builds in the early season
These builds are designed to exist, because items have been made for them. So we should help them thrive. Right now their main weakness imo is how hard it is to get enough Attack Rating before end game, punishing players who want to play them earlier in the season. I suggest simply buffing the oskill level, which mostly impacts their Attack Rating. Easy change.
8. Fluid breakpoints
This is mostly meant for new players, so they don’t feel overwhelmed by breakpoints.
Breakpoints are tricky to deal with, even more so with complex skills like Dragon Claw for example. We suggest implementing a fluid breakpoint system where there is some benefit to approaching a breakpoint, even though it’s not as good as reaching it. This will make the experience smoother, and will help noobs, without harming experienced players at all.
9. Slightly nerf Aurabot Mercs
End-game mercs are aurabots, which is unhealthy for two reasons:
- It reduces build and item diversity for them
- It makes aura items not appealing for players, who instead throw them on their mercs
We suggest limiting the number of auras on mercs to 2, which is enough for a gg powerspike (hi infinity), but not enough for a whole aurabot nonsense.
10. Slightly nerf Conviction (mostly on Infinity)
Unpopular one : I believe Conviction is too strong, and should be nerfed (not for Paladins, but for mercs using it with Infinity).
Two options exist :
- Nerf the range by tying it to hard points
- Rework the whole thing, by making it break immunities but not lowering resists
See our proposal here for more details.
Bonus : top 5 easy changes
- Gut Siphon : increase the chance to cast Desecrate
- Skin of the Flayed One : add laek to help Vengeance pallies
- Kalan’s Legacy : reinforce its mid game identity by saving utility points
- Lava Gout : better for characters, worse for mercenaries
- Charged Bolt Sentry : buff its range, make it viable for maps