Thank you for the answer.
The aggrobeacon HP buff is indeed very welcome, for years we've been laughing on that item for being useless, but it actually sees some use nowadays.
About players' demands, I didn't mean every single one of them of course, I had in mind some of the most recurring and unanimously agreed upon demands such as bug fixes (white items, blasters sometimes not working, performance issues after some time) or any kind of nerf to cloud (for PvP purposes).
About the cloud, I get that the intent is to force players to split to avoid the "punishment" of dealing reduced damage. However, on a game design perspective I think it would've been good to ensure the item feels good to use AND feels good to counter. When it had pre-TC4 range (even if it was just visual), opposing players were forced to split but could still remain in a fight and had to actively avoid the clouded player. Thus, the item provided some kind of counterplay. Right now the range is so large that it's pointless to try and split. As such, players just ignore the cloud and stay packed since that's the strongest strategy.
What I would propose (and I know it would not be easy to implement and am not really asking you to just do it right now, I'm just sharing an opinion):
Reduce the range, reduce the duration, increase the damage penalty.
For sirius variants:
Long could have a large range (like current) and long duration but very low penalty, making it a small but guaranteed nerf to the enemy team.
Strong could have a very small range and rather short duration but have an extreme penalty, making it very potent but also providing a countermeasure (spliting up).
Again that's just an idea and cloud balancing isn't the biggest priority for PG anyway, but I'd sure like to see some change in that direction at some point.
Ever heard of stuns? They work pretty well against Herons. And I speak from experience as I play the Heron a lot myself and suffer greatly from stuns as not only do you have no defense against it (no prot), it nullifies your speed advantage and messes up your item cycles which you absolutely need to survive considering how brittle that ship is.
Then again, I'm speaking from 5v5 experience not 25v25 so it might be different but it could give you ideas on how to counter it.
To that I would add that you would need a solid pool of players to test the mechanics, and this game sadly does not have a big player pool available. Even on the existing PTR I believe that testers are actually very few and far from enough. True or not, I wouldn't know, but I know for sure that when TC4 dropped it clearly wasn't properly tested and there had been a lot of hotfixes because we, the players, had found so many gamebreaking bugs
.