So this is a suggestion a had a few days ago in a discussion about Kraken and how everyone seems to not like his flying since he can mitigate and do damage all at the same time.
##NOTICE: Poll in second post to allow for editing of OP.
My suggestion goes as follows:
Slight increase to maximum flight height
Increase effect slows have on Kraken’s flight
Decrease the regeneration time of Kraken’s traversal while airborne
Increase the regeneration time of Kraken’s traversal while grounded.
The basis of these changes is this; to make Kraken harder to pull down but easier to keep down. These changes will make slows affect him greatly so instead of using them for dodging and maneuvering around a battlefield and being generally very hard to hit, he’ll be more focused on staying airborne.
Now why wouldn’t he just ground himself and then move back into the air somewhere else? Good question, this is because his traversals will regenerate much slower when he is grounded rather than airborne so if he grounds himself then you can keep him there for quite some time unless he makes every attempt to be airborne again.
This change will also affect how Kraken’s use abilities and how they are damaged. With an increased height cap this means that trappers will be primarily focused on pulling the Kraken down and everyone else (minus medics who will heal) can focus on damage. Krakens will also use Aftershock as more of an escape tool to force Hunters away from him and take to the sky rather than dive-bombing to do damage, a Kraken who dive bombs will effectively become a suicide bomber.
The increased height cap is to help make up for the lost ability to mitigate. Being further up will prevent some damage from an Assault’s most damaging weapon.
###TL;DR Buff Kraken’s flight and regen when airborne but nerf his ability to become airborne and increase the impact slows have on him. This will change how Krakens use their traversals and abilities as a whole but allowing for more damage to be done when they make mistakes.