Vitae
01-29-2010, 06:28 AM
The recent changes to Mojo was okay. But I would never choose it over stats. I dont think changing it a bit would ruin the balance. Mojo feels like a placeholder.
This is what I think it should do.
Type: Magic
Range: 500
Cast Time: 1.0 Seconds
Mana Cost: 130 / 150 / 170 / 190
Cooldown: 23.0 / 20.0 / 18.0 / 16.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Applies Mojo to targeted hero for 8 seconds.
Mojo Effects
Heals 10 / 20 / 30 / 40 Health per second to allied units in a 340 radius around the affected unit.
Deals 5 / 15 / 25 / 35 Damage per second to enemy units in a 340 radius around the affected unit.
What I changed: Higher mana cost, bit higher cooldown, combined both effects and lowered the damage of the dot just a little bit.
This is what I think it should do.
Type: Magic
Range: 500
Cast Time: 1.0 Seconds
Mana Cost: 130 / 150 / 170 / 190
Cooldown: 23.0 / 20.0 / 18.0 / 16.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Applies Mojo to targeted hero for 8 seconds.
Mojo Effects
Heals 10 / 20 / 30 / 40 Health per second to allied units in a 340 radius around the affected unit.
Deals 5 / 15 / 25 / 35 Damage per second to enemy units in a 340 radius around the affected unit.
What I changed: Higher mana cost, bit higher cooldown, combined both effects and lowered the damage of the dot just a little bit.