My take on the duelist changes
Reyna
Reyna is predominantly an aim/flash duelist. I don't think there is much to change/add to Reyna without making her broken in ranked.
Change:
- Addition of a passive ability – permanent increase in movement speed after a kill or assist (x1.1, x1.2) for a maximum of two times.
Raze
Satchels are a big part of her kit, so all the movement related functions I think should stay the same (e.g. dealing knock back movement to enemies)
Changes:
- Satchels deal no damage – cannot break util (forces players to use satchels for ONLY movement)
- CONTROVERSIAL but could be a potential balancing factor to reduce raze's pick rate – paint shells cost credits (e.g. 250 creds), though if raze doesn't buy it at the start, she can still get it after two kills
- OR ult = +1 points
Yoru
Has a niche in breeze and has very limited play on other maps (depending on region).
Changes:
- Teleport travels faster (e.g. x1.25) AND decays a little slower (e.g. +5-10s) – allows faster entry onto site AND better rotation timings or lurk timings
- Clone can be picked up before barriers go down
Iso
Like reyna, aim duelist but less self-sufficient due to lacking flashes. His vulnerable makes him feel more like an initiator/duelist.
Changes:
- Double tap activates automatically after a kill – no need to shoot an orb
- Ultimate makes enemy vulnerable (at the pro level, iso's ult is basically an even 1v1 – this would allow an opponent to die to two body shots instead of four at full HP)
- Interesting idea for rework – signature ability = grappling gun – pulls iso towards wall (range limit but fast weapon redraw time) –> double tap replaces vulnerable
Jett
Has a pretty good spot in the map rotation. Don't think she really needs changes.
Phoenix
Basically sees no pro play despite having an ult that costs 6 points. Honestly no idea how to change this guy.
Changes:
- Flash – can be charged up (if player holds down button command) to throw a further distance (same curvature though) – more versatility in its uses
- Wall – increased length and can go through structures (some uses with this e.g. on lotus can curve wall from A main into tree and cut off site to fake presence in tree, e.g. wall off heaven on split, etc)
- Ultimate – lasts longer (+2-4 seconds)
- Molly is more throwable (further distance and can be dropped on command)
Neon
Changes:
- Wall does slight damage to enemies & applies a slow if enemies try to enter to pick off
- While running (high gear), neon takes reduced damage to the body due to being "energised" (x0.75 – meaning 5 body shots vs 4 with rifle)
OR another change to reduce RAZE farming ult orbs
- ult orbs disappear after a certain time (e.g. 30 seconds) –> basically removes the chance of raze securing both ult orbs