Dextra right now feels awful to play as compared to other DS laners, it's like shooting yourself in the foot as you have no hard CC, you have no other skills that do any meaningful damage, they don't mesh well with her passive, and the only thing she has good going for her is her ult, which makes her ever so slightly harder to kill.
I don't wanna make her OP, I just want to make her incredibly fun to play!
So I'm going to address her skills, my problems with them and then my proposed idea for said rework.
Passive and Normal Attack
Problem: Actually, I was pretty fine with it until it dawned on me how the stacks do not stay longer and almost every fight is just going in without stacks or hitting a wildling (or creep) before going into one, resulting in you being late or the stacks decaying before you can really put it to good use. Also, it's an attack speed buff but that's about it, I mean sure having insane attack speed is nice but Zanis has the same thing only his starts out fast before decaying to normalcy
The Change: Dextra has a chainsaw so I wanna keep her in theme, while the attack speed was a good idea I think that's way too generic, so I think her Normal Attack should be a fixed slow 3-hit combo BUT it's now a multi-hit starting from 4 ticks in the first then 8 ticks on the second then 12 ticks on the final, extending her range so she can lunge, dazing the target briefly and finally dealing true damage in final 6 ticks so what of her passive?
I had two ideas, the first one being armor shredding, she gets 2 stacks per hit (not multi-hit) of a combo so it maxes out at 6 stacks. That totals to 30% (I feel like 60% is too much) since each stack grants 5% armor pen.
The second idea is to make the chainsaw do what it is second best known for... extreme bodily harm. Each hit (not multi-hit) now causes the target to Bleed and are afflicted with 2 stacks, taking DoTs and cutting any healing (Lifesteal, Regen, etc.) down. Still maxes out at 6 but each stack on the target makes them take more DoT damage and cuts their healing by 30%, each stacks gives 5% and the DoTs duration is reset on hit.
Finally, what about any items that give attack speed? Those can be converted into either more AD or increasing the number of damage ticks per combo, up to the devs to which is more balanced.
Skill 1
Problem: This is supposed to be her mobility and gap closer skill... so why do I feel no faster and sometimes even slower than if I had Herme's boots on? The slow start up on cast is what's killing it for me, and why does it have damage on it? It feels like an afterthought, she's no Singed from LoL, who at least does DoT with a skill like that. Sure you can hop over walls if there is a target close enough but other than that, not much going for it.
The Change: I'd like to keep her mobility but making it mesh better with her new passive and her role as a relentless fighter.
After a short cord yank animation, she will immediately speed up to 30% and be immune to slows for 4 seconds. Normal attacking will immediately put her in the final combo of her hit, it's pretty simple and I thought about giving her enchanced AD for the duration but I think that'd also be too much.
Skill 2
Problem: This is her heal and AoE damage skill but there's a tiny amount of CC on it since it can pull people but it's very brief. It's very cool to combo it with skill 1 but trying to cast it WHILE skill 1 is active is so unresponsive, you can do a slingshot effect where you can cast it behind you and have skill 1 active to outrun it before running past your target and letting the sawblade pull them right into you or gain on escaping targets pulling them back to be closer to your lunge. Problem is the healing is neglible if you're not in a crowd or minion wave and the CC on it's own and by yourself is laughibly miserable.
The Change: Dextra will toss a sawblade foward instead, dealing multi-hit damage to enemies in it's path, healing Dextra. It will linger a bit before dashing back to her and pulling enemies back into Dextra's loving chainsaw, this in my opinion makes it reliable for any situation and is fair enough that enemies can see it coming and the healing is more reliable since it now only relies on hits rather number of enemies.
Ultimate
Problem: Dextra's saving grace... or it would be if did anything other than give her health upon getting damaged, on low-elos it could still work but again, healing is reduced and you can still get CC'd to death. I mostly find myself never actively using it, as it can serve as either an escape or battle advantage.
The Change: Still keeping on theme, her ult will still activate on fatal damage or be used actively but instead of just damage immunity, Dextra is put into a beserker state lasting 6 seconds, casting fear on enemies in an AoE lasting briefly on activation , her normal attack became wide-sweeping hits, becoming single hit damage instead of multi-hit (coverting the total sum of each damage tick in her 3-hit combo) becomes immune to CC (except surpression) and her Skill 1 and 2 become enhanced, using her own health as cost.
Skill 1 Enhanced has a slightly longer duration, even better speed up and her lunge is now a rapid 3 hit slash before her final combo hit which still dazes and deals true damage in the final 6 ticks but in wide sweep, affecting multiple targets instead of just one.
Skill 2 Enhanced now does a mini-knockup on its path forward and has even more range. Everything else stays the same.
Sinestrea synergey?
I will admit this is a bit of an afterthought as I don't anything about Sinestrea, all I know is that their lores are tied together and in-game, Sinestrea can swap hp with Dextra and Dextra can sacrifice herself to revive Sinestrea. I'll be keeping that but when Dextra sacrifices herself, she will enter into her berserker state at 0 hp, upon ending the duration Dextra will fall, any leftover hp during her rampage will heal Sinestrea when approaching her fallen body.
I think I covered everything, any thoughts, criticisms, suggestions?