Raze loves explosives. With her blunt-force-trauma playstyle, she excels at flushing entrenched enemies and clearing tight spaces with a generous dose of "boom"
EQUIP a Boom Bot. FIRE will deploy the bot, causing it to travel in a straight line on the ground, bouncing off walls, The Boom Bot will lock on to any enemies in its frotal cone and chase them, exploding for heavy damage if it reeaches them.
Blast Pack
[Q]
Type: Basic
Cost: 200
Max Uses: 1
Description:
INSTANTLY throw a Blast Pack that will stick to surfaces. RE-USE the ability after deployment to detonate, damaging and moving anything hit.
Paint Shells
[E]
Type: Signature
Cost: 200
Max Uses: 1
Description:
EQUIP a cluster grenade. FIRE to throw the grenade, which does damage and creates sub-munitions, each doing damage to anyone in their range.
Showstopper
[X]
Type: Ultimate
Cost: 7 Points
Max Uses: 1
Description:
EQUIP a rocket launcher. FIRE shoots a rocket that does massive area damage on contact with anything.
With the lethality of Raze’s Showstopper, we wanted to make some changes that will provide enemies more time to plan and acquire Raze when hearing “Fire in the Hole!” Additionally, we have adjusted her VFX so that players are able to notice Raze as she fires, increasing their ability to shoot a Raze that takes riskier plays.
Q - Blast Pack
Damage Damage decreased 75 >>> 50
Damage Damage to objects now consistently does 600
Raze’s Blast Pack has been hitting players a bit too hard, able to kill a fully armored enemy in certain situations. We want to reduce this ability’s efficacy at damaging players while sharpening its ability at clearing enemy utility and obstacles.
Raze’s ultimate is one of the most impactful in the game and useful in almost any situation. As a result, it is being used a bit too often. So we’re upping the cost by 1, which should help reduce how often players have to face her Showstopper.
The Blast Pack has proven to be quite strong, especially when chained back-to-back. By reducing the inner maximum damage radius, we hope to reduce the average damage output of this ability while still keeping it powerful.
Raze’s goal is to be a highly-threatening duelist that punishes enemies posted in predictable positions, but we felt like the cluster grenades and their number were creating overly oppressive scenarios. Also, players should be supplied proper gameplay information and the audio cues on all of Raze’s abilities didn’t match their threat, so we changed the audio of each. For example, when the Showstopper is equipped or fired from a distance, players should be able to clearly identify and interpret the threat.
Q - Blast Pack
Audio Tuned and adjusted audio so that it’ll be easier to hear in hectic scenarios
E - Paint Shells
Amount :[2]⇒ 1
Kill Reset Paint Shells now have a kill reset, requiring players to get 2 kills to refresh cooldown
Audio Tuned and adjusted audio so that it’ll be easier to hear in hectic scenarios
Secondary Cluster Fixed an edge case where the secondary cluster of Paint Shells would explode quicker than intended. They now have a minimum duration before exploding.
X - Showstopper
Audio Tuned and adjusted audio so that it’ll be easier to hear in hectic scenarios