From being a heavy behemoth and wraith player, i would like to put my 2 cents in toward what i think would help balance them. Even if this only helps with 1% of their balancing.
Behemoth’s skills i think are 95 percent perfect at the moment.
Lava bomb (no change needed)
Fissure (glichy when standing to close to a wall) possibly make half a meter wider on both sides
Tongue grab - I would love to see rank one about 5 meters longer but not needed
Rock-wall - This skill is where my problem lies with his skills. What i would like to see, is something along the lines of, Does not break due to hitting Daisy or shield drone. Also either a min cast range so that you cant cast it close enough to break it on yourself, or if you cast it to close to yourself it pushes you backwards and again doesn’t break.
Currently one wrong twitch of your hand can cause you to competently ruin your rock-wall and since its on a pretty heavy CD this means your skill and half the time your escape is worthless.
I would rather see the hunters chose to get in your face so that you have to cast it and it locks them in with you whether all of them or some depending on how they are arranged. This would make hunters make more of a judgement call rather then you having to spend 2 or 3 extra seconds aiming it trying to be 100 percent certain that you don’t ruin it casting it on yourself or daisy.
The only other thing i would like to see done with behemoth (glad Roll Spam is gone) is that he is either sped up, which i think it might be over kill to make him much faster during traversal. But currently at least i haven’t been able to. Get away from a sunny crow/Abe combination. Personally since i don’t feel that any other monster’s traversal is effected by Stasis i do not feel with the current hunters that are out that behemoth should be effected by these either. As it is he is very limited to the routes he can take at top speed due to being a rolling ball. (love this concept) but in practice against any properly organized team it is near impossible to escape the moment they find you.
If increasing his getaway isn’t an option or the idea your looking for for behemoth my other suggestion is increasing his skill or melee base damage so that he has a higher chance than other monsters to get stage one downs on hunters.
Currently i feel wraith is in an extremely good place in pub matches and is very slightly under powered, against well orginized teams.
Warp blast - I feel needs its damage dropped slightly just so that its not the End all be all skill.
Abduction - i have been going over and over this skill in my head, and i feel that since at long ranges this is a very skill shot based skill, that the damage should go up the further you abduct someone.
SuperNova - Currently i feel that this skill is finally in the best place its been and i really wouldn’t change a thing.
Decoy - I feel that this skill needs a revamp in general. What i have come up with in theory (another words my head) would work perfectly.
Decoy first off should prioritize any hunter within 40 meters of casting it over wildlife. Secondly Decoy Should be reworked that when it spawns it is spawned with half the wraiths current health and 1/4th of its armor. The decoy should be indistinguishable from the wraith for its duration. Either it ends or its health runs out.
Second for the wraith is that ranking this skill up should no longer increase its damage. Ranking this skill should increase its Duration, Thus giving the wraith more time to sneak around and get better positioning on the hunters, and in my opinion making this monster feel like the ninja/assassin that it was designed to be.
However i would not remove the Flashing in and out of invis that was added if you shoot the real wraith while decoy is out.