It's been a little while since Anhur had some love. We wanted it to be more rewarding to land all eight hits of Desert Fury, and adding 5% scaling per hit should allow this ability to feel more potent when used effectively.
Increased Physical Power scaling for 15% -> 20% per shot.
Chiron was galloping past some of the other Hunters when it came to his overall performance, so we wanted to curb away some of that horsepower to rein him in (puns intended). With these adjustments he will be making his grand entrance into League play.
Chiron no longer counts as a Healer for Assault.
Reduced damage from 70/125/180/235/290 -> 70/120/170/220/270.
Increased Cooldown from 14/13/12/11/10s -> 14s at all ranks.
Reduced Slow from 25/27.5/30/32.5/35% -> 25% at all ranks.
Fixed cancelling ability and still having no movement penalty.
Fixed rank 5 dealing True Damage instead of Physical.
Hel's become very popular in the current meta, and this popularity has highlighted the potency of Inspire. No longer a sleeper, Hel's getting an adjustment to the scaling of her Heal, and the Cooldown of her primary burst.
Reduced Magical Scaling on Inspire (Heal) from 50% -> 30%.
Increased Cooldown on Repulse and Inspire from 10s -> 12s.
Round four on Khepri! The Hug Bug continues to dominate, and overall it's thrilling to see one of our most true support characters excel. That said, the changes below should help put him better in line with a reduction to Rising Dawn Protections and removing an element of Scarab's Blessing that was a bit more than it needed to offer.
Reduced Damage Reduction from 20/25/30/35/40% -> 10/15/20/25/30%.
Tyr often struggled to compete early on against other laners, especially since he needed to invest a point into his stance switch. By increasing the base damage on Power Cleave, he should be in a better position to box enemies and clear minions more effectively.
Increased damage from 60/100/140/180/220 -> 80/115/150/185/220.
Xbalanque has long performed at the top of the competitive Hunter pack, and has been one of the most dominate late-game carries. His high ability damage has also made him potent through the early and mid-game, and combined with his reach very difficult to deal with.
Reduced damage per Dart from 30/50/70/90/110 -> 30/45/60/75/90.
Reduced Physical scaling on additional Poison Damage from 20% -> 10%.
Xing Tian has continued to perform exceptionally well. His high base damage numbers and % damage option allowed him to build exceptionally defensive while still being a top damage dealer. The changes below are designed to bring his Health more in-line with aggressive Guardians, and take the edge off of the damage he deals while also applying Crowd Control.
Reduced Health per level from 100 -> 90.
Axe Damage reduced from 30/50/70/90/110 -> 30/45/60/75/90.
Slam Damage reduced from 60/100/140/180/220 -> 60/90/120/150/180.