copied from previous... 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. Mage will be a bit more challenging because it isn’t talked about a lot but it is in dire need of changes. That said, let’s just jump right in. Mage Static Lazer - Maximum reach distance split in half Notes: Mage is supposed to be sort of a “jack of all trades, master of none” sort of kit but abilities like static Lazer make it especially good at ranged combat and in a lot of situation a better option than the ranger kit itself. In addition, static Lazer can feel like the range it is hitting you at just doesn’t feel natural. With static 6, a mage can pressure you with 12 damage beams with no travel time and a huge hit box from nearly across the map. The damage isn’t a problem, but the range can feel limitless. Blizzard - Knock-back power significantly reduced - Snowballs do 1 damage to target Notes: As it is now, snowballs push you back, with no possible counter-play unless your assassin, and even lift you up into the air. This is annoying to play against and pretty hard for the mage to set up anything with this. Instead, the snowballs merely will stop ur momentum and hold you in place with damage-based knock-back (like the snowman from SSM) rather than just blowing you away. Right now, blizzard is kind of a meme. Arctic Armor - No longer extends the lifetime of Ice Prison Notes: There are too many things that are possible with Ice Prison + Arctic such as Ice Prison stacking and permanent suffocation from Ice Prison that shouldn’t be allowed. Void - No long immune to knock-back Notes: Void can feel very oppressive inside and outside of tight spaces. You can virtually use void anywhere. Giving it a cool down would feel clunky because it already runs on energy. Also, void + Ice Prison is a very powerful combo. Adding knock-back to Void allows more counter-play and skill to be used against a void user. Plus, I think hold position should be the only ability of that kind. Life Bonds - Healing comes from energy bar rather than own hp. Notes: I don’t know why it was ever like this and how this ever got through play testing. This is probably bottom 3 worst abilities in the game. It has so much potential to give mage a place as a healer and I think emphasizing this could be really cool. Healing teammates using your own health though cannot keep going. Maybe a heal would take 1/6 of the bar and after 6 heals you need to recharge it. Glacial Blade - Projectile speed increased Notes: Needs a little boost because it’s too hard to get any actual value from it besides those random hits you get when your just swinging your sword. That’s it for the mage changes. Not much, but I put honest effort into these ideas, tell me what you think. Next is ranger .