Viscous feedback & suggestions following recent changes
I have been a goo main ever since I started playing this game and I absolutely love the character. I have truly never loved playing a character/class in ANY game as much as Viscous other than Pearl in Battlerite (rest in peace). While I posted these changes as suggestions to the forms, I wanted to see if any fellow goo lovers (or haters) had any opinions on these.
Splatter:
I absolutely love the extra bounce change. It genuinely makes Viscous have a little bit of his old laning pressure back and increases the skill floor and cap to use the ability early, rewarding a good throw in the right area. It doesn't make him overbearing or a top tier laner, but it does really help to make him a good laner again. His goo trail from the ability allowing allies to slide farther is also a great little change that makes sense, though I wish people generally knew about in order for them to take advantage of it consciously (maybe some kind of status/buff icon should be visible while on the surface). 10/10 changes, truly.
Cube:
I love that this ability functions as a decent heal late game now with the scaling changes! I genuinely think the scaling is perfect now. He can't heal as much as primary supports (nor should he) but it was a fantastic change. My only complaint is that with Dynamo's 2 having the ability to fully cleanse debuffs of a group at T3, it does undermine the cube a small bit.
To compensate, I think the T1 upgrade for cube should be tweaked just a bit as while it can come in handy it currently feels like a filler upgrade. One idea would be to additionally make the target "slimy" for a duration where they maybe leave a trail of goo (mirroring splatter goo) as they move. This in addition to the speed would also apply a slowing path while running but also lengthening up the sliding of allies (including the target)! It would be very cool and give the cube some more unique identity since Dynamo can now also cleanse.
Puddle Punch:
I don't typically build punch Viscous, but I do think the additional wind up time is a bit overboard as it is the only melee damage ability in the game that can be countered by a parry, and I think it should be difficult to parry it. I don't think punch should be useless from a damage perspective, but if it is difficult to consistently parry (with the previous wind up it was) it would make more sense to reduce the overall charge cd for the ability as opposed to making the wind up trivially east to parry outside of team fights. Since he can use his punches for mobility, if there was a way to have the charge cd be a bit longer on enemy hero hit/successful parry specifically it would be a much better nerf than decreasing the windup in my opinion.
Goo Ball:
I do also understand the changes to stuns overall and I get that juggling (while difficult) was broken. I have no problem with those changes, but it does feel like Goo ball is in a bad place with having its damage nerfed, worse resistances, and its stun capability decreased with the general stun changes. It is primarily used as an escape ability or to chase with heavy advantage and ult build viscous is not really a thing seen anymore. I do like that by default he can use abilities/items now as it does at least allow for a bit more escape to compensate for the lowered resistances.
One idea stolen from the cube idea; it would make sense to have a trail of goo be left when rolling around. The thing is a giant ball of goo! It would also allow for a bit extra cc ability to compensate for the stun changes. It wouldn't be nearly as good but it would be a nice change and also help Viscous initiate as allies could slide in behind him on the trail.
Posted Apr 24, 2026, 8:30 PM UTC