Watching the stream today, gonna dump some details about Attikus’ changes and my initial impressions.
To start, Attikus has received a boost to his starting health. I don’t have an exact number as the games were shown purely from the Broadcaster mode, which doesn’t have numbers on the health displays that I could make out. They repeatedly mentioned how much more survivable he is with it, so I expect it to be at least 200 health, probably 300.
Probably his biggest buff has to be that he now has the ability to charge Charged Hook while sprinting. This is incredible and completely changes how Attikus initiates, probably the change I am most excited about.
Secondly, Pounce has had some heavy reworking. It has a larger base damage, and it appears the bonus damage from Fully Charged has also increased. Second, the knockback (and consequent stun) has been removed in favor of a Silence effect. The Silence is very short, I believe the devs stated it is around 1 - 1.5 seconds. Finally, the travel for Pounce has been changed as well - Attikus now enjoys a pleasant view of his surroundings and target point as he flies through the air, but takes more time to reach the landing point, giving your target the chance to flee or fire on you. This is, I should mention, an indirect buff to Pounce Recharge, as the shield regen was only active when Attikus was in the air.
This is probably the biggest change to Attikus out of everything. His game revolved around planning for a Pounce into stun and laying the damage on in that window. With this, Attikus has absolutely no stun access. I expect for people who are used to the old Attikus playstyle, Staggering Pounce helix for his Pounce will be an auto-take, as it is the closest we can get to the same strategy. Unfortunately a Silence alone is not an equivalent exchange for these purposes as many characters which we would have been able to lock down can now simply run away with their natural mobility advantage over Attikus. That said, Pounce is now much more of a true Disruption skill, Attikus can Silence several characters at crucial moments with his Pounce.
Hedronic Charge has been buffed with a new Wound effect. For those that haven’t been paying attention, Wound effect is a debuff that is being added to many characters, which results in a 60% decrease in healing effects on the target. The duration of this debuff seems directly tied to the duration of Hedronic Charge - 6 seconds. This may be an indirect buff on two of his level 9 choices. Hedronic Chain may be more desirable if you wish to apply the Wound debuff to several targets at once without requiring Fully Charged, and Aftershock could possibly affect the duration of the Wound debuff as well. Similarly, Greased Lightning may be less desirable now as it may lower the duration of the Wound debuff.
Finally, Hedronic Eruption’s Fully Charged effect has been changed. We’ve lost the knockup carousel ride, but gained a strong slow effect on the hits. This is the hardest thing to judge on whether it was a buff or a nerf, as if the slow is significantly better than standard slows, the setup potential for your teammates is as good or possibly better - easier to hit almost stationary targets than ones bouncing up and down repeatedly. All in all I can just say I will sorely miss the entertaining sight of half the enemy team being thrown helplessly into the air for 15 seconds.