Balance discussion day 2: Bushwack

Yesterday hero suggestion got me pumping, but I don't know enough about Silhouette to really comment, bushwack though, is my (slifer)JAM! Cause it has my favorite alt avatar of all time (yup!) - the EA one.

First and foremost, you need to fix the link in your OP. There's an extra "/" which takes the page to a null page!

Moving on!

Bushwack suffers from a chase ability. If you look at heroes with dots, they all possess a crucial ability and subability: Slow and chase.

Let's look at Q:

*Crippling Dart *Q **: This spell at max level deals 40 + 125% of the base damage, and slowing for 70% for 1 second. If this spell needs to become more viable, then two things need to happen: Damage amp, or, a decreased slow for a higher duration (balance afterall) - I'm talking +100 damage +125% of base damage, 3 second slow for 50%.

Side Step *W: This has been beaten like a horse and I don't believe I need to go into this ability at all, other than to say: Cooldown from 6 seconds, to 3, spell to be *instantly refreshed when Bushwack travels 200 distance from the initial jump without attacking. Also, it might be a viable idea to have his Q damage stack with his W. Currently, Since Crippling Dart is not considered an attack, it will not use up the Side Step buff - let's change this so bonus 40 damage can be added onto his Crippling dart.

That should be able to get hit hunt on!

Splinter Shot *E*: Now, from a balance perspective, there's already a few things wrong. First of all, it doesn't propagate properly to illusions - that is, illusions don't take the extra 300% incoming base damage, they take 60% or the first shot fired. Let that sink in.

For this spell to be a viable level (note: you need to MAX this to become viable) I suggest going 60/80/100/120%. Not only will this make farming twice as easy, it will also make it a spell worth investing points into for harassing opponents in lane by hitting the ranged creep. This spell can be toggled off, so in the argument of it pushing the lane, then you can simply toggle off and continue lane control.

Jungle Toxin *R*: Well, I think the aforementioned suggestions of 3 stacks is too low. I think 4 stacks is where it should be - as Jungle Toxin is applied on Cripping Dart, Splinter Shot, and items that deal non-DoT damage, including passive effects such as Savage Mace, Nullfire Blade, and Thunderclaw/Charged Hammer. So I think 6 stacks down to 4 is fine, or, increase the damage for the stacks, say 50/70/90. (41/59/79 scales really awkwardly all over the board)

Crazy suggestions:

Tracker Dart *R*: Replaces Jungle Toxin, but uses Jungle Toxin as DoT. - Target Vector spell (think rally's compel) in an area, where, bushwack over 2 seconds, loads up toxins in a shooter before released a flurry of toxic tracker darts towards an area. Anything hit by a Tracker dart receive a tapering slow of up to 50% over 5 seconds - attacking the unit increases the toxins effectiveness and slows down the unit quicker, when 4 non-DoT damage is received from outside sources causes the hero or units attack to be immobilized for 2 seconds. The unit then becomes Wounded and takes an an amplified additional 120% damage from all sources. Wounded lasts 3 seconds after being immobilized. - Balance check: Positioning is very important, the ultimate does NOT go through creeps and other heroes. 3/6/9 darts shot, darts hit cause 100/150/200 initial damage. Cooldown up for discussion.

<3 Slif

/r/HeroesofNewerth Thread