[Misc]
Bobs ,and certain, other minions ;), now have ally markers above their head.
Gordon now receives an image above his Active Ability icon when his long-jump is available.
Kane now also recieves a haste icon when he achieves slide levels 5, 6, and 7.
Further updated character descriptions to match current mechanics.

[Zedek]
Disabled Bull Rush until I can figure out the bug that prevents its activation.

[Corvus]
Reverted Corvus' stock count to 3 and updated cooldown information in bio.
Reduced Corvus' flight speed from 142% to 116%
Corvus now takes 125% damage when in flight. A debuff icon will be shown.
Corvus now has a "Burnout" mechanic tying his Regeneration to his Flight stocks:
When fully stocked, Corvus heals 2HP/s.
At 2 stocks, regen is reduced to 1HP/s, and his movement reduced by 10%.
At 1 stock, Corvus receives no regeneration, and moves at 80% speed. 
At 0 stock, Corvus takes 1.125% more damage and moves at 70% speed.
Changed Corvus' Miruvor passive.
Hourglasses now give Corvus HP, in addition to cooldown reduction.

[Galen]
Galen's totems now do 60% of their original damage. (45, from 75)
Super Totem (Placing a totem with 3 totems already placed) damage is unchanged.
Channeling:
Galen now overstacks 20% of stimpacks and medikits. (5hp & 10hp)
Use this to continue proccing his passive, "Channeling".
These will now give him 5% and 10% cooldown reduction, respectively. 
(Was -10% for both)
HP Bonuses give -2% cooldown reduction.

[Gordon]
Gordon's Active Ability has been completely replaced with "Pheropod".
Gordon's Active cooldown duration has been increased.
Pheropod:
Taken from Half-Life 2, Gordon throws a glandular sac which releases pheromones on impact.
Shortly afterwards, antlions will be emerge at the location of impact.
In PvP, three antlions will emerge, but in PvE, five will.
They have low health, but fast movement and high melee damage.
Gordon carries three, and each pod's cooldown is set to 40/80s.


[Theories:] 
	Corvus is an incredibly powerful character.
He doesn't need to plan around map design, and can both
rushdown, or retreat, better than nearly anyone else in the game.
On top of this, his healing keeps him stacked up no matter his play.
These changes force Corvus to both manage his flight
mechanic, and punish him for its carefree use.

	Galen is a solid, defensive, "map control" character.
He, however, had difficulty proccing his passive consistently
without the nailgun and this made it difficult to set up multiple totems,
especially on small maps or solo game-modes.
His previous buffs helped this, but his map control will be strengthened 
further with this ability to deny health pickups. Totem damage has been
reduced for the, likely, increased chance of running into one.

	Gordon's active ability was, while very fun in PvE, nearly useless in PVP.
It required precise timing, even after the previous buffs, offered little reward,
yet potentially fatal consequences.
His new active ability gives him a much more obvious presence on the battlefield, and
retains the notably fun, infighting factor that his original A.A. possessed.