Here a few ideas I came up with for Garry:
- reduce attack range to 600, increase attack speed to compensate. He attacks horrendously slow and is not much of a threat when he is out of mana. I think it's unfair for the tankiest hero in the game to also be the one with the most range.
reduce the damage of Shock Cannon, thought not by too much. I know this one sounds a little vague, but thats because I don't remember the exact numbers for the skill. Hitting an enemy with both the blast and the shockwave is surprisingly easy (if you know what you're doing), and the skill deals a lot of damage. Increasing the cast time or putting in a delay might make the skill too hard to use and/or not worth using.
Reduce the AoE of Collapse to 400, and increase the cast time of each successive Collapse by 1 second. Collapse is, umm..., strong? And unless the enemy team can anticipate when Garry might Backdoor, he can, and will, level their outpost. Another Idea would be to make it have a shorter cast time, deal less damage but have the damage dealt and the cast time increase with each successive cast, so that it has more uses then just for base killing.
Reduce Diversion Delay to 1.75/2.5/3.25/4 seconds and place a cap on how much damage can be diverted.(Maybe 80/120/160/200 + Str x 1.5/2/2.5/3) The Active Component could also be given a mana cost, maybe 0.4 mana per dmg point removed? Diversion pretty much means that the only way to stop Collapse is through a disable (which is one of the reasons it works so great with him) but it also allows him to gain 5 seconds of near invulnerability. I think a Cap along with a mana cost for the active would help increase the skill a player needs to play Garry well.
I might be overreacting a little, I mean I did have mid all to myself for the first 10-15 min of the game, without even an enemy hero to compete with for coins, but I do think that Garry needs a nerf of sorts.
This post has been edited by Gahn: 09 March 2010 - 10:57 PM

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