The facet mechanic is quite intriguing, but it will require some time to fully realize its potential as envisioned by Valve. Currently, many heroes exhibit a “weak” and “strong” facet rather than offering two distinct situational options. In this article, we will highlight some examples of these underwhelming facets and provide our insights on why they fall short.
Replacing Kinetic Field with the ability to create impassable walls presents a straightforward explanation. While Kinetic Fence may look fun, it lacks synergy with the hero’s overall kit. Although using two Fences to block enemy escape routes offers some creativity, the end result remains inferior to the traditional circular barrier.
Dealing Thunder Strike damage along the wall in a small AoE and applying a slow effect could potentially enhance this facet and address its weaknesses. The viability of Fence compared to Barrier is still uncertain, but exploring this concept could prove to be an interesting experiment.
Introducing Recall as a facet ability may not necessarily be weak, but its practical application in uncoordinated pub games poses a challenge. The opportunity cost of losing Solar Bind is also a concern. Perhaps offering both spells with varying power levels could provide a solution to this dilemma.
True Form transforming the Spirit Bear instead of Lone Druid appears to be a misguided decision. This facet diminishes Lone Druid’s survivability, making him a less reliable glass cannon. With a questionable Attribute gain, the facet requires a rework or creative buffs to become viable.
Naga Siren’s facet allows her to create a splash around herself and her illusions, damaging enemies and reducing their Status Resistance. Although intriguing, this support facet proves challenging to utilize effectively in frenzied teamfights, especially for a hero with fragile illusions. Enhancing Naga’s displacement potential with increased AoE on Deluge and enlarged Cast Range on Ensnare could potentially redefine her as a support hero.
Sand Storm following Sand King’s movements or Burrowstrikes faces criticism for being overnerfed. While the aspect may warrant a buff, a complete Sand King overhaul with an Aghanim’s Scepter rework could offer a more holistic solution. Currently, playing Sandshroud SK appears to be a more viable option.
Plague Wards being attachable to allies and possessing extra charges presents a significant gap between facets. The underperformance of Plague Carrier contrasts sharply with the effectiveness of Patient Zero. The facet’s viability largely hinges on playing Veno as a core to capitalize on mobile ward farming capabilities. However, opting for conventional illusion heroes with superior survivability and late-game potential seems more appealing.
Familiars automatically moving with Visage and attacking his targets seems like a simplistic facet suitable for new players. While granting Familiars extra Movement Speed and Range has its merits, the reduced versatility affects Visage’s gameplay dynamics significantly. This aspect may not serve a purpose for new players or contribute meaningfully to the hero’s skill development.
Focus Fire randomly attacking enemies within range offers a unique concept that could thrive in a slower meta. However, in the current fast-paced environment, the facet requires too much time to become impactful. Minor adjustments to the facet could potentially enhance its viability and teamfight potential.
These are just a few examples of facets with a negative win rate difference greater than 5% compared to alternative choices. They clearly demonstrate weaknesses that warrant buffs or reworks. Share your thoughts on these facets and how you would address their shortcomings in the comments below.