General : -Ball Speed Changed : The ball needs to move slower initially, but lose less speed. Currently it starts out insanely fast and then drops to 0 speed quickly, which allows for fair distance passing but also ridiculously fast shots. (Affects NS kick as well) Lina : -Currently Lina can just press Q and pretty much get the ball every time, and the cooldown is really flexible as well. Honestly, the hero might be a good goalie, who knows. Lina needs to have a short channel time on her Pull, as well as a reduction in the acceleration. Currently she can stay close to the ballholder, then press Q whenever necessary and force a turnover. Lina is currently too STRONG. Ogre Magi : -The slamshot offered by Ogre Smash essentially cannot be saved. It's incredibly fast and potent, as well as being fairly easy to pull off. Ogre Smash needs to have less force applied to the ball, even if it's only the ball and its force to heroes is not changed. Ogre Magi is currently SLIGHTLY TOO STRONG. Invoker : -Currently Invoker has one of the best defensive, as well as goaltender abilities. Powerdash allows for quick movement in any direction, regardless of facing angle. Even more impressive is its short 20 second cooldown, one of the shortest in the game. On top of that, Invoker has powershot to boot. Reduce Powerdash's distance by 50% and take off 4 seconds from the cooldown. It needs to be different from Tackle, not more optimal. Make it a shorter but more easily used Tackle that can be used more often. Invoker is currently BALANCED but overshadows Bloodseeker. Anti-Mage : -AM is the go-to option for mobility and handling. Is this a problem? Not really, the hero isn't necessarily too powerful. It's decent at everything, as a mobility hero should be. However, the problem lies in the fact that there are no other heroes which can contest its mobility. We need more mobility heroes. Anti-Mage is currently BALANCED. Night Stalker : -Your mobility-offense hybrid. This hero was previously a powerhouse in the original Banjoball, and some of its power has carried over. NS shots are mostly unsavable when taken relatively close to the net. Its mobility is also quite powerful. Reduce the power on its shots (mainly readjusting the speed/friction factors), and it'll be more easily dealt with. Night Stalker is currently SLIGHTLY TOO STRONG. Enigma : -BH doesn't really serve a purpose currently. The main thing I've noticed in the one game that I've seen it is that it takes entirely too long to reach a decent amount of force. Increase starting force by 50%, decrease growth time by 25%. Enigma is currently UNDERPOWERED. Queen of Pain : -QoP serves both defensive and offensive roles, as well as being capable of being a solid goalkeeper. Frankly I don't see anything wrong with the way it works, and it certainly isn't too powerful. Feels like a perfect hero which is strong in the right hands. Queen of Pain is currently BALANCED. Slark : -Slark, the classic ninja, has previously created trouble supposedly, having been banned from a league. However, it doesn't seem entirely too powerful anymore. Most of the problem lies in how kick speed works and how hard it is to see the ball when it's airborne. These changes will come eventually so for now.. Slark is currently BALANCED. Storm Spirit : -Supposedly this guy used to be the best hero. His sprint doesn't seem too powerful anymore, and I like the mana recovery on curveshot idea. Sometimes it seems like the mana recovery doesn't proc though, so that's a bit problematic. Seems fine to me. Storm Spirit is currently BALANCED. Techies : -A ranged Slam? Techies are currently played very rarely, but I think they're still powerful in their own right. I'm not sure what the current cooldown is, but maybe chopping off 2 seconds would help it see play more often. Techies are currently BALANCED. Earthshaker : -Outside of a few bugs which cause Slam to do LITERALLY nothing, ES feels really strong and certainly not lacking. This is balanced through a considerably long cooldown, therefore making the hero seemingly balanced in its role of offense. I don't think a slight reduction in Slam force would hurt, but it's also not necessary right now. Earthshaker is currently BALANCED. Bloodseeker : -Bloodseeker used to be a top hero and THE goaltending hero in Banjoball. However, it seems to carry out its Tackle incredibly slowly now, and doesn't really have a short cooldown to compare with Invoker or Lina. Either increasing the speed of Tackle or decreasing the cooldown should help it see play more often. Bloodseeker is currently SLIGHTLY UNDERPOWERED. Weaver : -Great hero for transitions. Also could possibly see play as a goalie? Who knows! However, there is one thing keeping it down: the indicator. Fix the indicator, and we'll see if anything else really needs to be done. Otherwise, I think it serves its role as a niche hero. Weaver is currently SLIGHTLY UNDERPOWERED. Pudge : -The hitbox for Hook seems really difficult to hit on the ball, and I think the cooldown could stand to be reduced to 24. Pudge is currently SLIGHTLY UNDERPOWERED. Puck : -I've literally never seen this hero used since Dota Strikers. Not once. However, I do think it has potential and buffing it would make it entirely too strong in the right hands. Give the projectile a little more collision radius and things should be fine in the end. Puck is currently SLIGHTLY UNDERPOWERED. There you go, next patch's changelog in advance.