Every character has useless helixes right? Well, I want that to change for Alani (and every other character, but this is for her), so I started brainstorming on how I could make some of her less chosen helixes better. Note that I’m not trying to make her as OP as she was. I’m just trying to improve her options. Here’s what I came up with:
• Level 1:
LEFT- Soothing Mist: Increase healing done over time to 70 health per second
[A majority of the time Splash Zone has simply been the better option due to greater healing and a larger radius. Despite having a shorter cool down and being instant cast, that’s still only 210 hp over three seconds and your teammates are probably only going to be sitting in Riptide for only half that time. This change, however, will help you provide better sustain healing and emergency healing (in comparison to the current numbers) if your teammates are trying to run away. It can be buffed later if need be.]
• Level 2:
LEFT- ???: Replace Pressure Gradient with a helix allowing Geyser to now Bind minions (this does not include major enemies like Thrall Mercenaries or Elite Bots)
-75% Damage Decrease
(This change will allow Geyser to be used on enemy minions for better wave control. The damage decrease will decrease its effectiveness on single targets like Battleborn and prevent it from being better than the Right helix option. In addition, it might make Level 6 helix, Channeling, more useful. It will also allow Geyser to be more useful in PvE.)
RIGHT- Surface Tension: Change the current effect to cause targets hit by Geyser to take 15% additional damage from all sources for 2 seconds.
(The current effect is almost useless and is only chosen because the other option is completely useless. The new effect will create an interesting choice for Level 2 between better single target damage or better crowd control.)
• Level 3:
MIDDLE- Pressure Gradient: Replace Kinetic Diffusion with Pressure Gradient.
(Moving Pressure Gradient to this slot will allow early synergy with Level 2’s LEFT helix and create more intense decision making. You can go for increased safety and greater reach for better single target engagements with Pressure Wash, more minion crowd control and increased Osmosis stack generation with Pressure Gradient, or better sustain and rescue healing with Overflow. In other words, do you want to be more effective at damaging, controlling, or healing?)
• Level 4:
LEFT- Wet Blanket: Riptide slows enemies that are hit by it.
+3 seconds slow duration (basically the same thing but with a stronger slow +15% slow).
(With the separation of movement speed and attack speed slows, I thought that this might be warranted.)
RIGHT- Ride The Wave: Replace the current effect with an attack speed slow for enemies standing in the wave and an increased movement speed bonus on Riptide.
up to +3 seconds attack speed slow, +15% movement speed (The attack speed slow will be about the same as it was before on Wet Blanket.)
[Ride The Wave is almost useless compared to the other two options. This is mostly due to it removing a lot of utility from Riptide while limiting the amount of times you would want to use it (i.e. only when you want to escape or the rare occasion when you’re trying to reposition). Having increased movement speed will achieve the same result of making a better escape for yourself as well as allies. Not only that, but the attack speed slow also helps with making sure your allies stay alive.]
RIGHT- Ride The Wave: Add an attack speed slow to the current effect. (The attack speed slow will be stronger than it was before on Wet Blanket.)
+3 seconds attack speed slow
• Level 5:
LEFT- Kinetic Diffusion: Remove Karakafruit Express and replace it with Kinetic Diffusion.
(Karakafruit Express is too inconsistent and unreliable for the damage increase it provides. Alani does plenty of damage with her basic attacks anyway. This helix is simply not needed. Now you will have to choose between movement speed, healing, or damage reduction to keep yourself and allies alive. Besides, all three helixes require you to have max Osmosis stacks—the theme fits perfectly.)
MIDDLE- Extremeophile: Stagger the increased healing over 4-5 seconds.
(The problem that Extremeophile has right now is that you can overheal targets during combat. This change makes it so you still receive the extra health while you are being hit.)
• Level 8:
LEFT- Aquifer: Further reduce Geyser’s eruption time to somewhere around -35% to -40%.
(Ol’ Trustworthy is usually picked over this option because it increases the likelihood of both hitting a target and catching multiple Battleborn. Aquifer only helps with the former. Perhaps a greater reduction in eruption time will be more enticing to players without making it the strictly better helix.)
MIDDLE- Pressure Valve: Replace the current effect with a new one. Alani’s Geyser no longer Binds enemies but can now be summoned instantly.
(No one chooses Pressure Valve because an increase in the chance to Bind a player is far superior. Maybe an instant knock up without the Bind can compete. Note that this still works with the Level 2 helix, Surface Tension.)
• Level 9:
RIGHT- Water Proof: Increases the distance Riptide travels and increases the Push effect.
+50% increased distance, +50% increased Push
(Stagnant Pools is clearly the better option as it literally doubles the duration of Riptide, meaning longer slows, longer Hasten, and more damage. Riptide already travels a good distance so +50% didn’t really matter as much. Giving it a greater Push effect will enable you to save allies by pushing enemies farther away or keep those minions from getting to your sentry or grinders. Having the increased distance will go great with Pressure Wash, while the increased push will go great with the proposed new Level 2 LEFT helix.)
Well, that’s all I’ve got. I hope you enjoyed reading some of my ideas.