The way it is right now, Champions is actually more balanced than others would perceive. Yes, assassin does stand out more than other kits but that will always be true because the skill ceiling on assassin is so high. Other kits, like mage, could also use some help finding a true place in the meta. This is what I think could help the game become more balanced. If you have any feedback, please let me know. Also, I will not include these here but I’m also expecting the illusion glitch, block toss glitch, and smoke bomb latency issue to be fixed as well. Assassin Illusion - No longer slows when cancelled Notes: I feel like this is an unnecessary add-on to an already powerful ability. There is a large gap between evade and illusion and I don’t believe evade needs a buff. Instead, I think illusion could live with losing a little bit of its power. Plus, most people don’t even know this is a thing. Leap - Can be use will slowed Notes: Leap needs something to stand out from blink and flash and I think this would be a good change to the ability to make it viable without being broken. All the other assassin axe abilities are denied when slowed, so I think letting leap be used would give it a place in an assassin’s build to counter abilities like intimidation. Marked For Death - Now adds effect “Bleed” Notes: This “Bleed” effect would mean that the target can’t receive any healing from any source for a period of time. Maybe it would start at 3 seconds and go up +1 per level. Smoke Bomb - Cannot be used while poisoned Notes: Now you might think this will kill smoke bomb but there will also be a rework to viper strikes. Plus, giving viper a solid purpose would make it more viable. Combo Attack - Missed swings reset the combo attack damage ramp up. Notes: I feel like this would be a change that makes sense due to it being a “combo” attack and in most fighting games if you miss an attack in a combo your combo resets. Also, this isn’t a drastic change because skilled players are unaffected while the less-skilled ones don’t get free massive damage. Backstab - -1 base damage - +1 damage to attacks to the back (same as before with the less base damage) Notes: Backstab seems superior to all the other options if you really look into it. In an assassin v. assassin, backstab and combo attack are the same amount of hits to kill face to face despite thinking that combo would be superior. Add in a random backstab in their (it happens a lot) and the backstab assassin automatically wins. This -1 base damage requires that backstab assassin to get that extra hit in from the front without taking any power from what it’s meant to be good at, dealing damage from behind. Viper Strikes - No longer applies poison every attack. Poison lasts a static 2 seconds across all level and instead the hits required to apply it goes down per level, starting from 4. The poison ticks once per poison application. Notes: This change should be good to make viper strikes a good counter to smoke bomb as well as take it down from its spot as a “toxic” (no pun intended) ability to use in fights. That’s all for assassin as of now. Definitely the most controversial, tell me what you guys think. Changes for the other kits will be out soon.