The mechanics of Aspects are fascinating, but take time to balance. Currently, some of them are not situational, but are simply categorized into "strong" and "weak" variants. Today we will look at the weakest of these and give our thoughts on possible changes.
Fences are a fun element, but they don't form a synergy with other hero abilities. While two fences can close off an enemy's retreat path, their effectiveness is in any case lower than that of a normal round barrier.
If fences did damage and slow along them like Thunder Strike, this could give them new value in the game. However, this aspect is currently considered weak. Even with this improvement, we can't be sure if fences will be more appealing than the alternatives and in which situations they will be preferred.
This is where the situation with this Aspect becomes more interesting. Even though this Aspect has less winning stats, it was picked in some of the TI qualifying games. Losing Solar Bind is a serious blow to the hero, but being able to provide the team with global mobility at the sapporter position makes a huge difference.
Because of this, it seems that this Aspect will not undergo significant changes. It will probably remain the choice of professional players in situations where they need to move Kotl into a Sapport role rather than using him in the center of the field. This decision makes sense from a balance point of view. However, it would be great if another Aspect was added to the hero so that players have more options in normal matches.
This aspect could be considered more of a meme. It actually makes one of the most powerful characters in the game less effective, reducing his survivability and damage. Turning Lon Druid into a flimsy artillery piece is not a good idea.
The idea is to put this Aspect on the main character and turn him into a long-range carry. However, the 1.8 / 2 / 2 stat increase makes it a questionable choice, even for an all-purpose hero. Therefore, more often than not, players just don't choose this aspect and expect changes in the future.
This Aspect is often seen as an option for sapports, which makes some sense. The 20% reduction in effect resistance is a significant debuff, but it is extremely difficult to cast in combat. Even if it can be done, it's not always possible to utilize this benefit.
Kor-Naga certainly prefers to choose Rip Tide, as it aids in his farming and split-pushing. Perhaps if Aspect Deluge increased Ensnare's range, it would be more appealing. However, in practice, this Aspect just makes the hero's abilities worse. Even as a Sappor, playing through Rip Tide is a more effective solution.