I feel that the new bat is terrible...
grenade stun is very short, yet it takes a while to set off on enemies. I think that the stun time should be lengthened by a small amount because a lot of characters and run from stun, manual attack, or cast other dmging spells around it, plus it takes time to run up to heroes. While this isn't really bad, it just adds up a bit.
l2 is okay, and in some way it was better that the previous tear gas, since the effect stays with the opponent, but now it loses the ability to stop enemies/cannons from attacking, not to mention the doubled mana cost. Although, I don't know how fast it drains mana (since I've never been hit by it) I can't say for sure it's value. While this also isn't much of a crucial change, it doesn't seem to be as effective as before.
l3 is somewhat okay. The damage is good if you hit them directly with it, but a lot of the fast players can dodge around the attack (same goes for l1), making this spell mainly effective for only some enemies.
Dropship really fit bat much better, ability to fly ghosts around to nuke, and prolonged stuns. Since bat isn't a very good PvP
Since ghosts now have to run around without dropships, making them less effective as well.
In summary, l1 and l2 felt a bit redundant (stun or slow), and are mainly useful against some heroes, but still lack damage. l3 is basically good against some heroes, and ghosts are a lot more nerfed. Assuming both opponents have the same skill, I could only imagine both mages falling to the bat, while most of the others complete annihilate bat. I don't mean to criticize and whine a bunch, I just feel that bat needs some spell changes to be more balanced against more enemies.
Since the character's name is assault, I think he needs more assault-like spells, more about rushing and getting close to make attacks (since he's a firebat) rather than stunning to go make a few hits, only to have them run away after the stun.
I think assault needs a damaging l1 or l2. If grenade was kept as l1, it think it should still stun, but instead of killing spawns, it spawns 3-4 firebats. This way, it can still kill spawns and give you the exp, and also the ability to dmg heroes.
A damaging spell could instead spawn 8-9 firebats around nearby enemies (rather than spawn on yourself) to trap them for a shot. This would make a good rushing, close-in assault spell, maybe good for cannons too. A spell like this would be more guaranteed to hit than warrior's l2, but does less max dmg, since it only only hits once or twice.
An alternative to the spell just mentioned, could be to warp to nearby enemies as well, having a dash spell.
A base-assault spell may be good too. (This one would require you to rename mech's l1 cannons) (maybe for an l2?) Creates 1 unseige-able seige tank that can blast away at cannons, and is permanent until it is killed, or you relocate it's position by recasting the spell. This would allow assault to slowly break into a base, yet it could be easily killed by heroes due to low hp. Upgrading it, would mean lack of upgrades for your firebat and other damaging spells, so it probably won't be upgraded much.
Also for split upgrades but a high-damaging spell close-assault spell, you could have wraiths constantly appear, attack, and be removed above the firebat, like a 'minigun'. The range is fairly good that you don't have to be RIGHT next the enemy, but you still have to be close. Since the wraiths appear one-by-one in a row above the bat, some heroes won't take all dmg if they run early, and the bat slows a bit from the wraiths spawning on top.
Obviously, none of these changes have to be made, but I still wanted to share my opinions.
None.