Meh, Merger doesn't allow you to do much, but moving around and picking time for attack. You still can be damaged by enemy attacks. Since there's no friendly fire in game it's easy for them to check if you are real ally or not. Mimicry last only 6s if you constantly moving. It takes 3.5 more time to regenerate the same amount of charge you use. You shall stand still during it, therefore might get detected. Also, illuminate makes you an easy target, if you try to regen your meter.
In my mind Alter ego can be cast only on enemy in a line of sight and illusion creates between you and enemy, close to the latter, thus there's almost no way to put it behind the wall. Also, resilience.
IDK about the wheel. No other champion uses it in their abilities, so it might be a game-breaking a bit.
Stagalla's wrath applies around you, not around some cast point. This should balance the thing.
If you consider, that it applies at cast point, then your idea is more balanced indeed.
@Nero-di-seppia Sticky-spam is one on the most devastating strategies for demo. Not like you simply mine a spot and execute anyone who comes around, no. You launch your sticky and immediately (after setup delay) explode it, dealing 120-60 damage in large area constantly. Scotish resistance can never do the same due its +0.5s setup time. I mean demo even have a weapon "qickie-bomb launcher" or more commonly "sticky-spammer" with even less setup time for more effective (though doubtfully) spam. You don't have to aim at something, just kinda "spray and pray", but in terms of large aoe explosives. That doesn't mean you can't use your grenade launcher for picking up some calculated shots. You most likely never use it for spamming anyway, that's where you were totally right.
Pretty similar Dredge's situation. LMB is a grenade launcher, that is used for calculated shots and RMB is sticky-spam, mindless "spray and pray" at enemy's side, with extreme damage, but with even less chances of hitting anything (that might want to escape it), beacuse of pretty long charge time (about three or four times the stickies have).
@Rauyne I might didn't make it clear, but one of Ruckus' downsides is lack of mobility. I'm not certain, which way it's better to change Ruckus, but the statement is the same: he needs changes. The one thing I'm thinking of is old Emitter's slow effect. It might be useful to negate lack of mobility as well as giving Ruckus more utility during mass fights. Otherwise with off-tanks like Khan, Makoa or Atlas who needs a bulky damage dealer with no special additions?
@Dusklicious Maybe, maybe not, I'm not big on numbers, though I must note, that without sentry gun his damage output is relativly low (orbs are pretty quick and pass standing enemy faster, than in 1s) and it cannot be quickly replaced if destroyed, since its cooldown similar to Io's Luna (goes on full CD only after being destroyed, the same with shield generator). Although, no escape ability, pretty easy target, huh(no)? Still, I've added some edits.
Basically, I tried to come up with something like TF2 engineer, with most of his power being in his sentry gun and dispencer (although, teleporter, but with horse mechanic and removed Dredge's talent I don't think we need one). I think I came pretty close to the idea with the restriction of building being destroyed if you die (That means you always sacrifice your buildings in Paladins, rather then get yourself killed in order of your buildings survival in TF2), what do you think?