Attikus is in an the same boat, honestly. He got a rebalance in the form of losing his knock-up and stun, but getting a much needed health boost.
After that, nothing to address his lack of hard CC other than an extremely difficult to land silence. (You can Pounce right on top of someone, and they probably won’t get silenced.)
Tbh, I just think the AoE damage caused by Pounce needs to be bigger. About as big as when the Big Splash helix is active… then replace the helix with something else, like cooldown reduction on Pounce.
I’m @'ing @Jythri because I don’t think I’ve ever specifically mentioned things Attikus needs to have looked at… and because I don’t know Grant’s name on the forums
Also, to completely derail the topic, what IS Attikus supposed to do in order to support his team? His design philosophy just doesn’t seem very, well… much of a design philosophy.
Is he a tank who absorbs damage for his team and protects them? Clearly not, as he has only two viable helices (Brawler’s Boon, Hedronic Siphoning, Invigorating Pounce, Energetic Pounce, and Unstoppable are either too useless or the opportunity cost is too high) that genuinely boost his damage mitigation (Dampening Field and Hedronic Regeneration) and they simply don’t allow him to do that effectively. There really isn’t anything that would let him fill this role without completely reworking him or significantly buffing his less viable helices.
Is he a disruptor that prevents enemies from properly using their skills and countering territorial characters? (As well as wounding healers and their targets?) Kind of. His silence is very difficult to land, and it’s also tied to his only escape move. It lets him get in a territorial character’s face easily and push them back… if they don’t take advantage of the fact that he can’t escape. It also lets him interrupt ultimates and other skills if timed properly. The moment I hear a ult call-out, I Pounce on who did the call-out and silence them out of it… at great risk to myself.
To better fulfill his role as a disruptor, he’d need a shorter cooldown and bigger AoE on Pounce, and another hard CC. Perhaps returning the stun on Pounce and he knock-up on Hedronic Eruption? (Maybe individual enemies can only be knocked-up once per use of Hedronic Eruption. e.g. Attikus hits and knocks-up Phoebe on shockwave 1 of one Hedronic Eruption, and then hits Phoebe and Ambra on shockwave 2 of the same Hedronic Eruption. Ambra gets knocked-up on shockwave 2, Phoebe does not. This can be accomplished by putting a counter on Attikus that increments every time he uses Hedronic Eruption, so he would have Hedronic Eruption use 1, use 2, ect. Then, whenever he hits a target with Hedronic Eruption, the game checks if he has already hit the target with this given use of his ultimate. If the check returns false, they are knocked-up. If they check returns true, they are not knocked-up.)
Is he a mobile assassin that leaps in unexpectedly to kill enemies? Apparently so. (For the sake of example, let’s say Attikus has a Rare Jennerit sprint speed item equipped, making him very mobile. +9.8% sprint speed, +5.6% sprint speed on a melee hit). He dishes out very high damage. His charged hook can instantly bring down a shield, and can one-shot squishies if it crits. Much of his kit revolves around dealing damage. Hedronic Arc is a straight-up DPS increase, and it’s also a wound… a CC effect that assassins typically have. Hedronic Eruption does around 1400 damage at level five, and a whopping 4800 at level ten with the Wake of Devastation helix. It also slows them, making the kill even easier. His Pounce can be used to escape or silence (and slow at level 2) enemies, preventing them from escaping.
Many of his helix options also revolve around dishing out damage or weakening enemies for easy kills. Staggering Pounce slows enemies for 3 seconds, basically guaranteeing their death. Tenacity is insane… and is one of the few things that make Attikus viable. Take away Tenacity or pick the wrong helix, and it’s game over for Attikus. Dampening Field allows for safer kills, and Quickening Arc allows for more mobility (to chase kills with). Hedronic Haste allow for more uses of his skills, and Charge Efficiency allows for fully charged benefits all the time. Disruptor Field is a straight-up damage increase for Hedronic Arc, and Chain Breaker is a potential damage increase or mobility option. Skull Crusher and Swift Strikes are both pure DPS boosts. Big Splash and Power Pounce are both pure damage boosts. Hedronic Chain, Greased Lightning, and Aftershock are ALL pure damage boosts. Wake of Devastation, Payback Time, and Unstoppable Rampage are ALL pure damage boosts.
To make Attikus more viable as a mobile assassin (har har, like he needs it), a small increase to his base movement speed (like +5%) and a shortened cooldown on Pounce (like 10-15%). Really, that’s all he needs for proper QoL.
So… the giant bull cyber-demon the size of a truck from beyond the stars (and is actually just a really intelligent cow) that sucks the souls out of people to crush them and power up his attacks is an assassin who moves at lightning speed and specializes in beating up puny enemies who can barely take a hit? Not complaining, but it is a peculiar design choice. There’s no denying he’s incredibly fun to play, but it definitely feels like there’s a miscommunication as to how this character is supposed to be used.
Did I mention reducing the cooldown on Pounce?