>>532077610
To juxtapose, look at Viscous. Some minority of players will absolutely love the stress of juggling movement, skillshots, blahblah, but there's only so many easy heroes to go around, and some people are going to be stuck with the equivalent of Meepo. Maybe as more heroes are added, the problem will be lessened, but it still exists. About half of the cast requires timing and hand eye coordination just to bring value out of their hero, and this is before you start asking if their macro game is good. On that, a lot of these heroes have weaker macro games compared to Seven, Infernus, etc

Grey Talon has been stuck eating shit for a while now, and he has little going for him in what he can actually do. He can ult from across the map giving him presence, but besides that, not much. Spamming charge shot is only good if you're already winning, it doesn't let you claw out of a bad match. Can't farm with it too fast, either. And that's kind of the crux of the issue; about half of the roster has meh abilities that can't do that much, and/or abilities that require fluency in poking a keyboard just to squeeze what potential value they can. The game is a lot of fun, but it's been a year, and I personally feel that hero ability reworks should have been the focus, not balance, not lanes, not the item shop.

>reworked the item shop
some heroes are hard to pilot, and still suck even if you figure them out. Adding weighted shots won't make McGinnis turret spam fun to deal with, etc
>3 lanes instead of 4
Not going to make a feasible difference in pubs, even high level pubs, besides no more 1v1 laning
>mid boss rejuv timing tweaks, soul urn tweaks, vending machines, -5% souls on boxes

The focus on balance forgets that people will play an atrociously balanced mess, if the game is fun. Making more of the cast fun to play as, or against, I think should take priority over making sure winrates don't exceed 53%