How to raise the skillcap for the alien killing machine.
Intro: Personally, I find the current fade to be frustrating to play against. The combination of shadow step + blink makes fades unkillable unless the fade makes a huge mistake. That doesn't bother me, though. What really irritates me is having a fade blink up and get 2-3 swipes off before I can even fire my second shotgun shot. In previous builds, the shotgun would easily 2 shot a carapace (assumed from now on) fade point blank. The shotgun has been nerfed since then and now takes 3 shots at the minimum. 3 shots is impossible in a 1v1 setting and in 2v1 settings it is still incredibly hard to kill a fade. The fade simply blinks in, hits 1-3 times, and blinks out to regen. You almost never kill a good fade. And that good fade will tear apart 3-4 marine pushes.
I'm not so upset at not being able to kill that good fade. A good fade should almost never die. What really bugs me is when fades blink in, stab you 2-3 times without blinking, and just eats the marine fire. Average fades will still crush good marines simply because fades are tanky enough to eat fire for the 1.5s it takes them to land 3 swipes. How about increasing the swipe fire delay to something like 1.0s or even 1.3s. It is currently 0.65s.
Here's the relevant balance.lua information for the fade primary attack:
This would make the fades much more reliant on hit-blink-hit maneuvers. This drains the fade's energy and puts a clock on his time in combat. The fades wouldn't be able to simply blink in, swipe swipe swipe, and blink out because they would be vulnerable for up to 2 or 3 seconds here where as they are currently vulnerable for only 0.5 to 1.5 seconds. This encourages the fade to time his blinks in an out of combat and make sure he hits his swings. I see a lot of fades in competitive play that simply blink into 1-2 marines and hold down left click as they walk through the marines before the marines can kill the fade off.
This suggestion of increasing the fade swipe refire time would force fades to hit and run instead of hit and tank. It aims to achieve this by slowing dps output while still allowing skilled fades to tear apart marine groups with hit-blink-hit tactics. I think reducing the fade's DPS is in order due to his high health, mobility, and invulnerabilities. I realize that some players may think that fades should win every 1v1, but I disagree with that assertion. A fade should have to earn his 1v1 kills. In the past few builds, fades do not have to earn 1v1 kills. Any semi-decent fade beats a marine, who has 100% accuracy and any weapon, in a 1v1. That's bad for competition.
I'm making this suggestion as an alternative to things such as revamping shadowstep/blink and reducing the fade's health because those alternatives have been suggested many times with little success. Energy costs may have to be tweaked. Fade's secondary attack could be decreased in energy cost to help fades versus buildings.