
Originally Posted by
KicsitCsicska
Dredge:
Dark Bargain: I heals him a lot, he just have to stay close to a portal, or put a new next to him. Use this card on max level is literally a requirement for any good dredge loadouts.
I suggest to nerf its heal from {50|50}/s to {40|40}/s.
Expansive Vault: It is real goo on lvl1, but don't worth to use on higher levels.
I suggest to make its duratuon to a constant 3s and scaling its knock up distance.
Mortal Skewer: It is OP with Hurl, but useless with the other talents.
I suggest to add a 8s internal cd to the card and increase its heal from {80|80} to {150|150}.
Sha Lin:
Wanderlust: Everybody use this card on high level, its clearly OP. It gives him the speed bonus constantly not just for some secs after a skill, this is why it is so good.
I suggest to nerf its speed bonus from {5|5}% to {4|4}%.
Run Like the Wind: It gives speed bonus after Withdraw, but this skill has a very long cd and the duration of the speed boost is realy low compared by the cd.
I suggest to increase its speed bonus from {7|7}% to {10|10}%.
The Planted based cards are realy weak, because Planted has 20s cd, what is the highest in the game. He can be attacked while using this skill, so the heal amount is almost useless compared by Lian's Present Arms what heals for a moment when she can be not affected by Cauterize. The damage reduction is better, but for 3s with a 20s cd skill. Its not a big deal. The speed bonus card after Planted end has a realy low duration and bonus especially compared by the long cd of the skill (the just 8s cd Impaler arrow has a much better speed card). I don't even agree about all of his skill needs a speed bonus card, while he also has basic speed bonus card too...
-Grounded: Buff its bonus from {50|50} to {80|80}.
-Windwall: Buff its bonus from {5|5}% to {6|6}%.
-Daring Escape: You gain {0.6|0.4}s sealth after Planted ends. (the bonus is unlinear, because his position is predictable in the first 0.2s after he end it, because he can't walk away this quickly).