I will list problem and their respected suggestions
Problem: Necrons suffer from skill shots due to their low speed and long jump CD
Suggestion: Greatly reduce jump CD and half it's range then slightly reduce movespeed but increase turn rate.
Reasoning: Makes Necron a mobile race but in a very unique way. Allow them to dodge skill shot if they use their jumps
intelligently but will still be punished for having jump on CD at the wrong time.
Problem: Necron suffer from critical damage often and lacks the mean to quickly remove them.
Suggestion: Introduce a new type of "shield". Made out of swarm of scarabs. This swarm shield will reduce the probability
of necron suffering from critical hit by it's percentage. Example: at 100% swarm shield, necron ship can't be
critically hit. For every attack that hits the ship, 50% of the damage is is also deal to the swarm. The shield
regenerates constantly. While the ship has over 50% swarm shield, the ship can't be targeted by teleport.
Reasoning: It is makes necron less vulnerable to critical hit and it's lore friendly. Scarabs were used by necron to repair
things. The more scarabs there is the more likly that any critcal damage dealt will be quickly fixed and have
no impact at all.
Problem: Necron hits like wet noodle and can't win long range shoot out against orks.
Suggestion: Introduce more gimmick way to deal damage base on positioning. Ideally active unique for each ship.
Example: (Active) target any friendly ship to create a line of damaging energy beam
(Active) the ship phase out and travels forward for some distant damaging all ship in it's
(Active) the ship sends all it's scarab swarm shield forward in a cone to damage enemy base on
it's shield value.
Reasoning: Each race should feel unique. This change also fits necron being super advance with all the gimmicky tricks.
Also complements change 1 to make necron a race that plays on smart timing of ability and positioning
rather than raw weapon strength.