Notes

I'd like to note this is my first time publishing anything like this, so please be kind, but I appreciate all feedback.



A lot of fans have noted Raynor feels dated, and how he only has 2 abilities. Personally I agree so I decided to right a rework that I think could be fun while trying to keep certain aspects of Raynor the same. He's usually said to be the noob hero, even though he is no longer the tutorial hero, (Valla gets that title) and Jaina/Muradin/Tyrande are granted free to new players. I like the idea of giving him ways for a good player to show mastery, while keeping a lot of his current options around.



I want to make it clear that numbers are something I do not think are final. I also want to note that my goal was that Auto Attack Raynor would deal the most damage, though provide the least utility, a Q/E focused build would give Raynor a way to deal damage if enemy has a lot of blinds, with some more utility, though would deal less damage than auto attack Raynor. and the Inspire build would deal notably less damage but include strong utility options



First, I opted to make his E his new trait - though I increases the threshold slightly since he can be burst from 30% to death super easy now. I added in Airstrike as his new E, a reference to one ability of his from Co-op Commander. I also thought about a version thats similar to Ragnaros' Living Meteor where a Banshee bombards enemies in a line - either thin and long or shorter but wider(referencing the Card to Play cinematic), or being able to place Spider Mines (referencing his vulture days) that had 3 charges and could be place, thinking less vision but more damage - it could be a level one talent replacing Scouting Drone as well.



After this, I decided what builds did I want to be potential for him (whether they are viable or not). So I kept talents to keep his identity as a simple auto attacker who stutter steps and brings damage. I gave the option to get the vision and range back alongside Seasoned Marksman benefits. I altered Giant Killer slightly to play around Inspire, it deals less damage at first, but more damage under Inspire so a good player can realize when to use inspire to get the damage boost. Vigorous Assault and Nexus Frenzy got a Raynor specific version that similarly plays around Inspire.



Instead of having Airstrike knock enemies out of the area (which would be similar to Tychus Grenade) I decided to have it do a bit more damage but no knock back - and later can be talented into leaving fire to force enemies out.



I also included some options for Penetrating Shot - increase damage per enemy hit, rewarding increased width, while keeping Double Barreled and Bullseye.



I included Combat Shield which gives Raynor a defensive option, I chose to give armor with it, but it could also increase health - Raynor is a fragile hero so this is a defensive option.



I also introduced strong utility talents that work with Inspire, such as giving them a shield (Nova has Defense Matrix Drone in Co-op served as a basis for this), and granting its full bonus to allies. There is also a talent to give armor to allies which can be powerful as no other assassin currently has that as far as I know.



I think Bunker is an iconic element of Terran gameplay so included it as the new heroic alongside Hyperion. Raynor calls down a bunker that he can enter for increases range, and the need for enemies to break down the bunker to get to Raynor giving him a defensive option. It has the weakness of either being busted down fairly easily or the enemy just moves away. While I started with the idea of it not having a time limit, if we think it is too powerful we can put one in. The upgrade increases the health and adds a bit of damage/utility too it with the firebat/marauder addition. Similarly, if its too powerful we can either take out the health increase or the firebat or marauder.



I gave the level 20 Hyperion upgrade a partial benefit of what happened when Hyperion was bugged a while back and gained the benefits of Seasoned Marksman, Giant's Killer and Executioner. I have no idea what the portion would be, and it would gain benefits from other talents so it isn't useless if Raynor took non- AA talents. I like the idea of it getting more effect if Raynor did well. I also included Raynor's iconic Revolver as a level 20 talent that gives Raynor an option for bursting an enemy. I decided to make it similar to Cursed Bullet, but do a flat 15% instead of 40% of the current health. So its weaker than Cursed Bullet when the enemy is high on health, while stronger at lower health.



So at 20 Raynor will pick either Nexus Frenzy, a stronger Hyperion/Bunker, or burst depending on his needs.