Hi! So I figured I should create this subforum just so I can keep what the dev team is working on (or at least what I am working on) out in the open. Feel free to make any comments and concerns about balance or bugs or w/e and I'll try to listen to it. Anyways to start off, I'll discuss what I have in store for next update and why I changed it. Black Hole Rework: Really this hero, in its current state, is objectively bad for gameplay. In the goal it's just boring and stops offensive plays by just pressing q on a player. In the midfield it just 100% disrupts the flow of the game to a random result. As a striker it's just broken balance wise leading to basically free goals whenever it's off cool down. So, to deal with these issues, I changed a lot of things using Banjoball as a guiding source (as always). It now has a short delay (0.5 seconds) before doing anything and then after the delay slowly grows in strength (starting from very weak to basically what we have now). I also changed the direction black holes pull you so they now pull inwards instead of a normalized vector around the black hole. Finally, I lowered the blackhole itself almost entirely out of the air, leaving it just high enough to give a vertical push when near the center. Here's some gfys. Spoiler: Black Hole Rework #1 This is from before I finished toying with the particles 100% zzz gfys don't work Spoiler: Black Hole Rework #2 This is in its current state that I plan to release with. gfy Night Stalker: Ayyy new hero. Based on the Angel hero from Banjoball, Night Stalker is a mobility/striker oriented hero. This hero is basically just all of the core mechanics of Strikers but buffed. He passively moves at sprinting movespeed and toggling his sprint (Demonic Endurance) will only disable the 20% ball-slow debuff you get when maintaining the ball. It drains at double the rate of generic sprint, but he also gains back stamina at twice the default speed while you're off sprint. His Q (Empowered Kick) just kicks the ball with enough force to push it 1.25x the distance. He also has an increased turn rate (which I'm debating removing because welp). My current concern is that with a lack of banjo-esque goal posts and the ball speed as it is right now, he might be REALLY broken as a striker, but I have a plethora of nerfs planned if that ends up being the case. Anyways here's a gfy of his kick and icons Spoiler: Night Stalker Preview hi Other Balance and Bugfixes: Io (Pull): Still a bit too strong, so I'm nerfing his acceleration a bit more. His model itself also gives him an edge. For one, you can't actually tell where he's facing. More importantly, he can cast spells without facing that direction, meaning he can kick a ball behind him without any turn. Because of these two reasons, I'm changing his model to Lina (not going to lie, choosing Lina specifically because of Banjoball). Queen of Pain (Blink): Increasing blink range to 600 mostly to see if it would affect her positively. For the most part I think she's in a good place now (except for blink back particles which I REALLY should add). Bloodseeker (Tackle): Optimized tackle code so there shouldn't be as much lag. Puck (Swap): Increased swap projectile speed. Not 100% sure but I think the animation for swap might be fixed. That or its just not laggy in single player.