Don't really like your changes to acclimation, it still seems absurdly powerful. I'd just reduce the mitigation from it's current 40% to something like 25% and keep the current threshold damage. 25% for 10 seconds is A LOT. Espiecially when you consider the already very high armor that UB has and Ooze to drop everyone's attack speed.
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I think one interesting way to 'nerf' (that I think it is OP, just strong) spit would simply to increase it's cooldown by 1 second (best) , or 1.5 seconds (maybe...). That isn't much of a nerf at all, but it does effect the following:
- It takes 5 seconds longer for a BotS Beast to Spit down your tower if left alone in a lane
- It's cooldown is now longer than the cooldowns for (most) abilities that dispel it. That means that if you are against an enemy Sedna, everytime you spit she can reliable dispel it, which is a pretty big nerf right there (though a good Beast will wait for the second spit until after she blows her heal anyway...)
- If you're chasing an opponent who is just slightly faster than you, that extra second could very well save their life, which gives a slight buff to speed-builds and good kiting characters. This isn't huge since Beast is already a fast character, but it'll still happen often-enough.
- Torch can now fireball a second time without risk of being spat on because Beast would still be on cooldown for the second time (though he would probably be able to spit on him after the fireball impacted if the Beast advanced as the TB casted so that the second spit came of CD he could spit).
- monks get a slight buff since more time to heal spit damage, espiecially when feeling
Ultimately, it would only nerf engagements that lasted roughly 18 seconds on cataract (celerity flag), since Beast could only spit twice instead of a full three times. An engagement that lasted 25 seconds wouldn't be much affected (except Beast's opponent would have taken roughly 3 less ticks of spit damage, so have roughly 300 more hp... not an appreciable amount in an 25 second duel) but as everyone limped back to base it would still catch up and do the same full amount of damage.
All-in-all, it makes kiting a beast much easier since he can't spit you down quite as fast.
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Ntropy:
"Reduce Foul Grasp mana cost from 800/1100/1400 to 800/1000/1200.
Nobody uses II and III as far as I can tell, right now."
A lot of people break grasp as soon as they start the stun. Who uses grasp as a life-drain unless they are literally about to die? If you want to buff Foul Grasp II & III it needs to be something other than slightly more lifedrain since typically the damage you deal with grasp is less than the damage you would have done in two seconds with auto-attack (okay, maybe not for Foul Grasp III but it won't be by a lot).
Howabout we do add a different debuff? I don't like making it add a snare effect since Beast is already fast and has nice snares.
I'd think that a -mps and -hps debuff would be good and help justify the increased mana costs while fitting into UB's "attrition" style of play where it's about who can last the longest, not dish out damage the fastest (not that he is bad at that but....).
Current:
FG I : 800 mana 332 lifesteal
FG II : 1100 mana 500 lifesteal
FG III : 1400 mana 664 lifesteal
Buffed:
FG i : 800 mana 332 lifesteal
FG II : 1000 mana 500 lifesteal , opponents suffer -50% mana and health per second regen for 7 seconds (at level 10 for a health-stacking BotF build this will come out to roughly -10 hps -10 mps depending on demigod and build which is basically an additional 70 damage and mana. Using this in a one-on-one without breaking it would cause a "swing" of 1070 damage, since you would heal 500, they would take 500, and they would heal less)
FG III : 1200 mana 664 lifesteal , opponents suffer -100% mana and health per second regen for 7 seconds (at level 15 for a health-stacking BotF build this would come out to roughly -25 hps -30 mps depending on demigod and build, which is basically an additional 175 damage and 200 mana. Using this in a one-on-one without breaking would cause a "swing" of roughly 1500 damge, since you would heal 664, they would take 664 and they would heal less)
Maybe the duration would need to buffed or something, but I think it could be a nice thing to do against certain demigods. For example, this would really hurt a Sedna with her high HPS.
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Buffing Bestial Wrath:
I think it should give some sort of movement speed bonus. I know, I know, Beast is already fast and I've really against making him faster: honest. But even with the new cast-time of .2 seconds most people will run if you roar, and it is entirely useless to chase unless you have a Wand of Speed to follow with.
Bestial Wrath/Unrelenting (Changed date.12/12)
- reduced energy cost to 500/625/750/875/1000
- reduced follow through time by 0.2 secs
- increased additional dmg to 50% across all levels, except for unrelenting (still 65%).
- durations are now 6/7/8/9/10
+ 2/3/4/5 % movement speed for 6/7/8/9/10 seconds
Though the marginal increase of movement speed per skill point invested in the skill tree would reduce, it's duration increases which increases its effectiveness.
It would be very similar to Oak's Surge of Faith which is a +5/10/15% aura increase for 7 seconds, though clearly inferior. You /could/ make it an aura, however. The thing with Beast is that he has no skills that directly benefit his team, which is pretty much unique which is the exception and not the rule (though DA is also similar. You could say Reg and Rook don't either, but Rook has towers and Reg has snipe/bug/mines).
However, what Obs said is very correct: buffing Bestial Wrath makes it a waste of mana early game, a mostly useless ability mid game, sorta useful end game, and very powerful artficat-stage end game to a mostly waste of mana early game, a sorta useless ability mid game, a strong ability end game and WTFPWNT artifact-stage end game... and Beast is already one of the strongest when artifacts hit the table. Short of reworking the skill entirely, however, I don't see how this could be changed.
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Ooze
What if Ooze dropped Beast's armor values slightly (it doesn't need to be much!). It already provides the -% attack speed, which helps allies who are being focus-fired instead of him. I think this would be a more interesting way to 'balance' Ooze without making it weak, since Ooze is certainly UB's bread-and-butter skill and I wouldn't want to make it worthless.
Making it a -200 armor debuff regardless of level of Ooze gives Beast a very slight early-game nerf and is only a reduction of -4% mitigation: not very much. I think it is a better alternative than reducing the amount of damage that Ooze does, increasing how much it hurts Beast, or reducing the amount of attack-speed debuff it gives.