Some Gorr Rebalance Thoughts
I am not testing the new Gorr, but I reviewed the changes and have some input.
I will cut to the chase. I propose the following be added:
1) "All Gorr's Fury Buffs are paused during both Champion's Special Attacks." OR make Gorr's SP1 safe (from being hit by defender) on Block.
2) Special Attack 3: "This is increased by an additional 100% when fighting Tech/Robot Champions."
3) change the striking Block: ", but not Degeneration" to ", including Degeneration".
I will now explain the reasons for these suggestions.
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1-A) "All Gorr's Fury Buffs are paused during both Champion's Special Attacks."
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I think one of the things that makes Gorr neat, is the ability to play him a few different ways. Giving him a way to remain usable in scenarios where designers want to create exotic node combinations that might otherwise shut down 1 or more of his playstyles. And also giving him ways to play mix-and-match and alternate or stack different playstlyles throughout a match.
One of those playstyles is to stack Fury Buffs.
But I feel that with many of the Champions now having much longer SP animations, this eats too much time. And makes it much more unreliable for Champions that need to race the clock to successfully juggle maintaining Buffs. One of the reasons I stopped playing Captain Marvel (Movie), is that the longer animations really made trying to keep her Binary Ignition up much more difficult and unreliable and a pain to have to figure out and deal with.
Even Gore's own SP2 to place the Fury Buff in the first place takes 4 seconds. Which leaves Gorr 16 seconds to actually then try to build up meter, deal with the defender, and get off another SP.
I think this change would make juggling Fury Buffs much smoother. Where players could get used to a set clock across matches. And not have to track and juggle SP animation times and leftover fractions of power bars. And not be pushed out of using this Gorr playstyle because of its unreliability across Champions, and instead just choose to Rank up and use other more reliable Champions.
On a related note, I would also suggest changing Captain Marvel (Movie) to also have "All Binary Ignition are paused during both Champion's Special Attacks." Because it also helps her deal with the problem of trying to juggling Buffs while SP animations get longer and longer. So players can reliably play her, and designers and animators can create great animations without worrying about how they can break Champions.
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1-B) make Gorr's SP1 safe (from being hit by defender) on Block.
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An alternate option, might be to make Gorr's SP1 safe (from being hit by defender) on Block.
This would both (1) help a player to more reliably juggle SP usage to maintain their Fury Buffs, and (2) give Gorr an easy method for triggering many hits for striking Block.
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2) Special Attack 3: "This is increased by an additional 100% when fighting Tech/Robot Champions."
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SP3 loses out on a 100% boost multiplier to Tech Robots (because Bleed and Poison immunity means 1 less unique debuff). Cosmic Champions should not have a weakness to general Tech Champions (unless it's in their theme).
Giving Gorr an extra 100% when fighting Tech/Robot Champions, would patch that problem.
If you want to give Gorr an extra boost vs. Tech, then I'd suggest using the "100% when fighting Tech". If you just want to offset the Tech Robot groups, I would suggest using "100% when fighting Tech Robots".
For a little more review on this, you can read the following:
Of the 15 Champions with dual immunities vs. Gorr (Bleed/Poison/Shock), Tech Robots make up 10 of them (66%).
Dual Immunities notably limit Gorr's abilities:
1) SP3 loses out on a 100% boost multiplier (because Bleed and Poison immunity means 1 less unique debuff)
2) fewer debuffs off striking into block (because Degen Buffs won't trigger)
3) Fewer Furies off SP2 (because Bleed and Poison immunity means 1 less unique debuff)
That really hurts Gorr across multiple playstyles.
I actually am fine with having 15 Champions that make Gorr less effective. But not in those cases when Gorr is Cosmic and most those Champions are Tech.
Cosmic Champions should have an advantage over non-specialized ("Cosmic Counter") Tech Champions.
I know Gorr does have +500% on his Degen vs. Tech Champions. But is that enough to offset the big reduction in Gorr's playstyles?
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3) change the striking Block to inflict Debuff: ", but not Degeneration" to ", including Degeneration".
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Striking Block to inflict debuffs on Robots, loses out on 2 of the 3 Shadow Magic debuffs not triggering. Cosmic Champions should not have a weakness to general Tech Champions (unless it's in their theme).
Giving Gorr the ability to inflict Degeration on Striking Block, would patch that problem.
Or, you can just add ", including Degeneration vs. Tech Champions" or ", including Degeneration vs. Tech Robots"