My opinion on a new adjustment for Argus.
Argus Rework Concept: From Fighter to Berserker/Assassin
Developer Note: I would like Argus to no longer be classified purely as a Fighter, as his skill kit does not fit this aspect well. Making him more viable without his Ultimate is possible, but it will require broader and longer testing periods than just 1 week (which is the current Advanced Server update cycle).
(~) Passive: Warmonger
Removed Effect: Malice Energy gauge has been completely removed.
New Effect - "Abyssal Wrath": Due to his deep hatred for the Abyss, Argus now gains a Wrath Gauge that increases whenever he lands a Basic Attack or takes damage (increases by 10 per hit, with a maximum cap of 200). For every 10 points of Wrath, Argus gains 1.5 Physical ATK and a 4% chance to trigger an enhanced attack (up to an 80% maximum chance).
Slash Damage: 85 + (50% Total Physical ATK) \rightarrow 150 + (100% Total Physical ATK)
HP Regen: 100 + (20% Physical ATK) \rightarrow 100 + (10% of Lost HP)
(^) Skill 1: Demonic Grip
Cooldown (CD): 12 seconds.
New Mechanic - "Adaptive Tether": Argus launches his demonic hand in the designated direction.
If the claw hits an enemy at a distance of 5 yards or more, Argus is pulled toward the enemy, inflicting a 0.8-second stun.
If the claw hits an enemy at a distance of 1.8 yards or less, the enemy is pulled directly toward Argus instead.
Second Use (Recast): Dash distance increased from 1.4 to 2.5 yards.
Removed Effect: The slow effect from this skill has been removed.
(Note: Since I don't know the exact yard metrics used in-game, these values are my own estimates to better represent the skill's mechanical concept).
(~) Skill 2: Meteoric Sword
Cooldown (CD): 6 seconds.
Argus thrusts his sword forward, dealing 80 + (120% Total Physical ATK) Physical Damage and inflicting an 80% slow effect for 3 seconds.
Removed Effect: Instantly gaining 100 Malice Energy has been removed.
New Effect - "Furious Rush": Upon hitting an enemy, Argus enters a brief state of frenzy, gaining 100% Movement Speed which decays over 4 seconds.
(~) Ultimate: Eternal Evil
Cooldown (CD): 58s - 39s
Removed Effect: Activating the Ultimate no longer deals 150 + (50% Physical ATK) damage to nearby enemies.
Removed Effect: Argus's passive no longer ignores Turret Defense.
New Effect - "Abyssal Sundering": Argus permanently ignores 45% of the enemy's Physical Defense while active.
New Effect - "Retribution Shockwave": Argus now stores all damage received during this state directly into his HP bar. Upon ending, he unleashes this stored energy in a shockwave, stunning nearby enemies within 1.2 yards for 1 to 2 seconds (scaling based on the amount of HP lost before activating the Ultimate) and applying a 30% slow for 2 seconds.
New Effect - "Vampiric Siphon": Argus heals himself based on the total damage he inflicts for the duration of his Ultimate.
New Effect - "Strategic Immortality": Argus's death immunity lasts for 3 seconds when triggered automatically upon taking fatal damage. However, if activated manually, the duration is extended to 5 seconds. If you receive fatal damage and are forced to stay alive in this immortal state, he cannot heal from his Ultimate's life-steal/vampirism during this extended duration.
Could you please give me your feedback on my balancing idea?
Posted Jun 4, 2026, 12:55 AM UTC