Seer's abilities analysis and proposed patches
This forum's reactions made it pretty clear Seer is pretty game breaking, as much is his pickrate by now (I guess the only ones who don't take him are the ones who can't afford him).
Indeed a lot of these reactions are knee * to change. So what is the objectif truth?
Actually, apart the Ultimate which is potent as should be for an ultimate power, both Passive and Tactical are very unbalanced against other abilities.
The Passive Heartseeker is very much more powerfull than BloodHound Tactical and Passive: while both Passive are permanent, and while BH can see if a zone is hot or not and track an enemy squad and some states, Seer's get relevant info on the present situation on a farther range whatever the activity of the enemy is. He's able to tell the current direction at the very moment, doesn't have to backtrack all the enemy's trail with the possibility of losing it. It is also indeed better than the tactical since it is permanent (ADS is not a sufficient condition) and have no cooldown, doesn't reveal you contrary to BH's, doesn't give your position away (you can do this from BH tac perimeter), have a better range, and doesn't vanish after 3 seconds (Oh, and they nerfed BH recently, smart move knowing you will release someone who hunts on her grounds, and is strong).
The tac with microdrones has to be "targeted" in front of you in a 3 meter wide row, so it's not really targeted, you have a really slight time to dodge so this is not really a drawback, has a tremendous range, go through walls, locates you for eight seconds (more than twice BH), interrupts your healing/revives, drains you of 10HP and is only 30 seconds cooldown, and reveal HP, giving info about how it is relevant to push, nail, lay low or get away, or revive teamates because you know they won't push with 10 HP. Oh, and it can't be countered neither by Wattson's ultimate which is made to deter enemy threats, and by Gibraltar's dome, which is supposed to be impenetrable.
Also, lights/sounds feel like it's the 4th of July Fireworks, which helps giving him confusion and concealment to approach you and bust you.
Don't get me wrong, the abilities are very interesting, but they are combined and have not the right limits.
Seer's passive should be active only when he is immobile, with this, I would have no problem with all the advantage it has.
His tac should still have the ability to pass through wall and interrupt cause it makes it interesting and change gameplay, forcing us to adapt, but with a shorter range (say 10%) and not through any thickness (passing through two thing walls is ok, passing through a 3 meter wide rock is not), as it would help mitigate the burden of this ability and add tactical answers to it (so, we don't nerf him to the ground, but instead give options to players to adapt by playing smart, which is not currently possible -only possible answer by now is getting one of those fancy marksmen rifles and fill him with good old lead at far distance. This is a playstyle, but ends up making arena snipers battles, without the movement, so just trench war-). Also, it should not be able to pass through Wattson's ult and Gibratar's dome, which are impenetrable (unless you use grenades, but that should still be only the remaining option). It should not take 10HP, at best only make 10 damage on armor but never on HP -and I would recommend not damaging armor either, it's quite powerful already).
I think there could also be a slight work on sound (decreasing his effects volume by 50% would help not concealing him), and lighting (putting it real red so you know you gonna be hit by an enemy). I am pondering about giving slightly more reaction time to the tactical, so this is a real drawback, but not by more than 10 or 20% (from what I measured unaccurately, it is about 1 second, if tac width was decreased by 20% and reaction time by 10%, you would have a real reasonable chance to go away from it, given that you chose to go out of your cover and willing to risk taking these bullets)