After a successful preseason, a careful analysis of the tournament play, and the invaluable input of our community we present you the following tentative balance changes.There are quite a few changes, so we decided to split them into 4 different posts that we’ll publish during the following weeks.
All these changes are subject to change and they are only informative.
Changes to Mechanics

Focus skills now prevent any target change.
The intent behind Focus skills was to make sure you hit the right target. With this change, Focus will ignore Taunt, Dizzy, Stealth and possible future retargeting mechanics.
Changes to Status Effects

Champion damage skills now benefit from Support.
Champion didn’t give any direct benefit with the exception of some items that increase the healing stat. We’re giving an extra option to buff the damage of these attacks.

Enforcer damage skills now benefit from Influx.
Enforcer didn’t give any direct benefit with the exception of some items that increase the defense stat. We’re giving an extra option to buff the damage of these attacks.

Bastion’s shield retention amount is set to 50% instead of having a progressing amount.
Bastion progression was too complicated, being worthless at low amounts and too strong at higher numbers.

Lethal status effect no longer applies to Status Effects.
Fix - We fixed the issue that status effects gained damage from lethal status. It was never intended for lethal, as it was balanced to increase raw damage from abilities and used by the heavy hitter heroes.

Madness status effect expiration changed from Never to Rest.
Madness is one of the strongest effects with no drawback. Madness was always a status to penalize players for using skills but its expiration didn’t reflect that. We have changed Madness expiration from never to “Rest”.New - Rest: The status effect expires when the character doesn’t play skills for a round.

Fear status effect expiration changed from Never to Rest.
Fear was the most powerful effect in-game and has the same issue as Madness, a permanent debuff without any drawbacks. We did a similar approach and we changed expiration to rest, the skill is still powerful but the opponents still have some options to deal with it at the expense of not playing.
Changes to Items

Muramasa now has 15% of Critical Chance.
Muramasa is a very powerful item with a unique mechanic and quite generous stats. We reduced the Critical Change given by 5%.

Liquor changed to: Once you play a shield skill give shield equal to 10% of your Max HP to all allies.
With this change, we believe that Liquor will better complement Shields casters as an item with synergistic effects.

Brutal Scythe has now 15% of Critical Chance.
This item was a bit too powerful for its rarity, we reduced the Critical Chance given by 10%.

Spiked Breastplate health has been reduced to 15% while thorns damage now depends on the Hero's health.
The item had a problem at lower levels, while also giving too much value at all levels.

Lucky Fish is now only available on PvP (Arena).
Item was almost mandatory on Raids and too strong on early tickets.