Goal: To even out the discrepancy between talents and make her bad/uninteresting cards worth taking.
Note: I don't touch any cards that I consider "good", and base kit changes are purely for helping her talents.
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Talents
Mortal Reach
- Increase range of Restore Soul by 300% and duration by {1} → {0.5} second.
Comment: The half of the bonus healing I removed moves to base kit, allowing for more talent possibilities. I still would expect MR to be used, but now only for maps with long sightlines, making it more situational, as you would expect from a talent.
Soul Collector
- Each Soul Charge you detonate increases your Maximum Health and Weapon Damage by {2} → {3}% until you die. Stacks up to {15} → {10} times.
Comment: This allows the talent to become much more consistent in its value without affecting maximum potential of the talent, allowing you to gain benefits even against shield heavy/no tank compositions.
Agony
- Rend Soul now applies a {1.5} → {1}s stun to the victim when they are afflicted with {4} → {at least 3} Soul Charges.
Comment: The idea behind these changes is to make it less of a "noobstomper" talent, as people often ignore Seris orbs at those low skill levels. Thanks to stun duration reduction, lower tiers will have less time to react to otherwise "easy" stun (while that change barely affects higher tiers). Meanwhile more competent players will gain more opportunities for the stun from
otherwise almost impossible requirements (getting hit 4 times from a distance by Seris, in higher tiers, just doesn't happen).
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Base kit
Restore Soul
- Duration increased {1.5} → {2}s.
Comment: As mentioned above, this change moves healing power from Mortal Reach to even out talents. This grants ąbout 667 additional healing at base.
Convergence
- Crowd Control reduction now caps at 50%.
Comment: One of downsides of Agony talent is that, after people bring resilence, your ult becomes pretty much worthless. This makes this counter argument of picking this talent much more irrelevant. Every other CC-based ultimate has this CC reduction cap, I think Seris' should too. It makes sense and helps Agony a lot.
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Cards
Dark Sight
- OLD EFFECT: Activating Rend Soul restores {2|2} ammunition.
- NEW EFFECT: Your Soul Charges last {1|1}s longer.
Comment: I've wanted to adress the problem of useless ammo cards. Seris has giant magazine size, and one of the shortest reloads in the game. She has this card, card that gives her 6 ammo after heal just on lvl 1, max ammo card, and a reload card. All of these are pretty much low value, and don't synergize with each other. This card would greatly synergize with everything in her kit, allowing her to stack Soul Charges more easily, allow for longer boost from a singe Umbrait Gait proc, etc. Very synergistic option that would tie all of her cards together.
Dusk Walker
- OLD EFFECT: Reduce the Cooldown of Shadow Travel by {0.5|0.5}s.
- NEW EFFECT: Activating Restore Soul reduces the cooldown of Shadow Travel by {0.8|0.8}s..
Comment: I've moved Fade to Black card here, as it frees slot on her healing cards for something more important. It gives more reduction of CD at base, can proc multiple times per cooldown because it's tied to her heal, and doesn't affect Chronos, and thus is the superior alternative.
Ebon Dynamo
- OLD EFFECT: Increase your Ammo count by {2|2}.
- NEW EFFECT: Soul Orbs deal {4|4}% more damage for each subsequent target hit after the first.
Comment: This card would allow Seris to boost her AoE dmg potential slightly without giving her an edge over her 1v1 fights. At lvl 5 the fifth target takes 180% of the normal dmg, taking 378 dmg with no SC and 496 dmg with SC. Would only happen rarely however, as it requires to hit 5 people with one orb.
Essence Rip
- OLD EFFECT: Rend Soul heals you for {8|8}% more.
- NEW EFFECT: Gain {8|8}% increased healing while casting Rend Soul.
Comment: This allows otherwise useless card give opportunity to counter strong effects of cauterize, justifying the heavy investment of loadout points, while also comboing with a second healer on your team.
Fade To Black
- OLD EFFECT: Successful cast of Restore Soul reduces the cooldown of Shadow Travel by {0.8|0.8}s.
- NEW EFFECT: Your main target of Restore Soul gains {8|8}% increased movement speed.
Comment: I've wanted to adress another issue of Seris, and that is lack of base kit utilities for her team. This simple but effective card helps allievate the discrepancies between Seris and meta supports.
Nether Siphon
- OLD EFFECT: Heal for {50|50} Health every second while in Shadow Travel.
- NEW EFFECT: Successful cast of Shadow Travel heals you for {150|150} over 3s.
Comment: This allow for a much more consistent value of an otherwise low priority, weak sustain card.
Revenant
- HP increase is now affected by Soul Collector.
Comment: This gives this card much more specific, synergistic approach.
Sorceress
- OLD EFFECT: Gain {7|7}% Reload Speed.
- NEW EFFECT: Your Soul Orbs gain {20|20}% increased projectile speed.
Comment: Reworking this useless card into a speed increasing card would be a godsend for Seris, helping her gain much more consistent value on long range maps.
Wickedness
- OLD EFFECT: Reduce the Cooldown of Rend Soul by {0.5|0.5}s.
- NEW EFFECT: Each Soul Charge you detonate reduces cooldown of Rend Soul by {0.12|0.12}s.
Comment: This rewards Seris for being more aggressive with bigger CD reduction for as long as she detonates more than 4 charges.
Rest of the cards is fine.
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Any thoughts or questions?