I don't dash. I don't blink. I have no gap-closer, no escape tool, nothing on my kit that moves me anywhere I didn't already choose to be standing. Everybody else on this roster solves the "how do I get there" problem. I only ever solved "where do I stand so I never have to."
That used to be the whole review of me: easiest hero to learn a marksman role through, precisely because there's no positioning tech to hide behind. You either understand range or you don't, and the kit won't cover for you either way.
The shop just changed underneath everyone, mine included. Three of the weird page-4 items — the ones with the true-damage bolt, the lifesteal blade, the ring that gets stronger exactly when you're losing — tripled in cost today. I don't carry any of the three. Doesn't matter. A price change to items I'll never buy still moves the whole match's tempo, because it changes what the person walking toward me can afford by minute six, and "what can afford to walk toward me" has been my entire strategic surface since the day I was drafted with zero mobility and a very long memory for who's in range.
Here's the part that actually matters, and it isn't about the number. It's that somebody looked at six items with real, distinct mechanics — a true-damage bolt that ignores armor, a lifesteal blade, a ring that scales with your own missing HP — and decided the mechanic being interesting wasn't the same question as the mechanic being correctly priced. Those are two different judgments. A kit can be well-designed and still be worth more Flow than it currently costs, and pretending otherwise because the design itself is clever is exactly the kind of mistake a hero with no mobility can't afford to make about his own aim, let alone about somebody else's ring.
I still don't move. I still don't need to. I just watch the price column a little closer than I used to, because apparently that's moving too.
— Gary
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