This topic will focus on gunner but also a sidenote on the gunner harb comp that YEAH BUDDY and a lot of other teams have adapted.
Tweaks to gunner: FIX EXECUTE (It's about time that spells gets the proper nerf) I saw in another thread that mrX pointed out that the 3d sound in this game isn't working as it suppose to and I believe it is only its focused on the character not on the view point of the player (this on the other hand is just a theory). A spell that can be used while invisible with as much damage as any ult in the game and from the latest patch even less cast time I consider that probably the weirdest spell ever added to the game, along with shadow bolt and enlarge. Secondly Rocket Jump, why should that spell stun AND do more dmg than most of the other spaces in the game, what it also does is bring him WAY out of harms way so its would still be a good out even if it didnt do as much dmg as it currently does (in an aoe with stun). Third Disabling shot, the fact that this spell has a lower cast time than his m1 has recharge time (0,3 vs 0,6) if you ask me for a spellblock doing 160dmg with REALLY fast projectile speed to have that short of a cast time is ridiculous and the added sound just made me laugh ONLY people with INSTANT outs can possibly ever hope to react to that, no human has a reaction time of 0.1 seconds and so the 0.2 cast time outs wont make it they will only get spellblocked because you react to the sound too late, also the spellblock system needs to be reworked as it can interrupt spells already in motion that should not be, as I see it spellblock should apply when you PRESS a spell not AFTER you have initiated the spell.
Side note on gunner harb pomp combo: This combo needs to be nerfed as their zoning play and 2 high dmg long range spells own the game atm. When a game is started meeting gunner / harb they move slowly forward starting / cancelling execute and shadow bolt, here you have 2 options either move backwards or try to dodge, any skilled player would say that trying to dodge an execute from the left and a shadow bolt from the right is a virtually impossible task so moving backwards it is, then 2 HUUGE AOE disables, if you go for harb: gunner will eat you up from a distance with 500dmg executes and spellblocks while harb takes no dmg due to pomp dmg reduction from heal and his self heal. If you try to pressure the gunner, harb can easily keep up with a healer as his self heal keeps him from dropping overtime, while gunenr AND pomp both each have a spellblock with SUPER fast cast time no hero can possibly do any pressuring against it. If you do manage to put out some pressure there is rocket jump stun and 2 phase outs (otherside and nether shift). Thirdly pomp swap into execute + shadow botl does almost 1k dmg, this is really undeserving for using spells with no energy cost and low cooldown. Cant fit anymore because 4000 word limit but do give me your thoughts on this.


