Before you all start complaining about "wrong forum, go suggestions", I'd like to say that this isn't meant as a suggestion, but meant to trigger a discussion on the topic. This is because none of my "suggestions" here are well thought out, balanced suggestions, but mere ideas to trigger new ideas and in the end, possibly make the game more interesting.
As you all know, Staff of the Master (from now on refeered to as SotM) is an item rarely used, and when it is used, it's mostly used on merely half the heroes SotM is available for. Not only is it rarely used, unavailable for most heroes, it's also an underrated, overpriced (for many of the hero effects) item.
In an interview with BreakyCPK, a [S2] member said that they wanted to make SotM available for more heroes, but in a more innovative way than simply giving the ulti an extra level, take plague's SotM effect: Damage increase from 280/370/460 to 370/460/550 damage, which is quite obviously a simple level upgrade.
I will therefore try to come with ideas for SotM effects for most of the heroes, and wish for a nice discussion for possible balance suggestions or other innovative suggestions. I'll not even attempt at the "troll-free zone", let it be a creative zone instead, with no filters on the ideas (let it flow)
I'll start off with the 26 heroes that actually has a SotM effect. Suggestions will be in addition to the existing effect.
SotM effect: Reduces cooldown from 45 to 10 seconds.
Suggestion: Maybe add some range to it.
Reasoning: A lowered cooldown is un-original, but a 10 sec cooldown on the swap is really all Andromeda needs to set up ganks and teamfights.
SotM effect: Duration increased from 3/4/5 to 5/6/7 seconds, can use through silence.
Suggestion: It should be automatically triggered, as well as impossible to by-pass.
Reasoning: Increased duration by 2 seconds is ok, but not worth 4300g. If it, through a toggle, could be set to automatically triggered, that would almost make it worthwhile. The biggest irritation, however, while playing accursed, is that things like legionnaire ulti can bypass accursed ulti completely. If SotM would make that impossible, it would definitely be worth 20 minutes of farm.
Suggestion by Maviand:BombardierCreates the ability to cast Flame Consumption onto an ally for 3 / 4 / 5 seconds.
SotM effect: Adds napalm effect for 5 seconds that does 60/90/120 damage.
Suggestion: Come with ideas if you like.
Reasoning: Adds a new effect to the ulti.
SotM effect: Range increased from 700 to 1000. Gives a movementspeed debuff.
Suggestion: Making some of the cogs break off, fly about and hit randomly around in a 200/300/400 aoe
Reasoning: 4300g for merely making it harder to get away from the ulti seems like a huge waste of farm to me.
SotM effect: Duration from 3/4/5 to 4/5/6 seconds, cooldown decreased from 120/110/100 to 75 seconds flat, allied heroes slowed by 80% instead of frozen.
Suggestion: Rework it, give allied heroes full mobility in the ulti. This would be a better boost to a teamfight and might actually make it worthwhile the 4300g.
Reasoning: Maybe one in a thousand uses SotM on chronos. Why? It grants very little to to team, as an 80% slow will usually kill the escaping hero chronos would try to save. SotM gives little or no advantage to chronos otherwise, seeing that chronos have other potentials, and simply doesn't need the hp/mana boost SotM gives.
Suggestion by gahd_damnDemented ShamanChonos: Master of Time
Allies within chronofield Gain 100% chance to "rewind" any damage taken.
Sotm effect: Duration increased from 12/18/24 to 18/24/30 seconds, radius increased from 600 to 800.
Suggestion: Giving sight over affected enemy units/heroes.
Reasoning: The effect you get now is actually quite worth the cost, getting +/-30 armor instead of +/-24, as well as covering a much larger area. It is, however, a rather boring upgrade.
Suggestion by Killroy:DevourerRemove increased radius but insert 12 dam/s (weapon based) for enemies and 12 hp/s for allies. This would make me buy the item. Otherwise never.
SotM effect: Heals self equal to damage done, .75*str dealt in magic damage in addition.
Suggestion: Please leave ideas if you'd like.
Reasoning: A rather good upgrade, worth it and gives two new effects.
SotM effect: Shocks self and target.
Suggestion: Shock everyone within xxx range.
Reasoning: 4300g to remove a 20 something seconds cooldown just isn't worth it.
Suggestion by Killroy:Give the targets of his ulti the electric shield effect. In this case 60 dam/s in a small AoE. Small boost but makes the ulti finally a bit usefull.
SotM effect: Damage increased from 105/170/250 to 170/250/310.
Suggestion: Randomly apply ice imprisonment on the damaged targets (for example 40/50/60% chance)
Reasoning: It's one of those "meh" SotM upgrades, merely adding a level to the damage, doing nothing for the existing movement and attack speed slow.
SotM effect: Cooldown lowered from 120 to 30 seconds.
Suggestion: Add a 5 second 20/30/40% movement speed buff, maybe attack speed buff as well.
Reasoning: If i don't remember wrong, the SotM effect was 20 seconds before. In addition, it's kind of a boring upgrade. A movement speed buff would also help those who need the ulti to escape ganks etc.
SotM effect: Duration increased from 1.8/2.5/3.2 to 2.1/2.8/3.5 seconds, radius increased from 550/675/725 to 600/700/800, cooldown decreased from 140/120/100 to 120/100/80 seconds.
Suggestion: Rework or leave as is.
Reasoning: As you can see, it's the most powerful SotM effect at the moment, boosting every part of his ulti. However, it's one of those "add another level" effects. If anything should be changed, it would have to be completely reworked.
SotM effect: Increases number of beams from 4/7/10 to 4/8/12, hits per target from 4 to 5, cooldown lowered from 160 to 90.
Suggestion: Rework or slight buff: hits per target from 4 to 6 for example.
Reasoning: Moon Queen is one of those heroes you rarely see a SotM on, simply because 4300g are better spent elsewhere. The upgrade is good, but doesn't add enough damage/stats elsewhere. Therefore, reworking it to work like Pebbles ulti is a solution, or simply buffing it to make it more attractive.
SotM effect: Gains a new spell, Nymph's Call, allowing her to teleport allied heroes to herself.
Suggestion: Leave as is IMO.
Reasoning: Doesn't merely buff a spell, but makes an opposite version of an existing spell. Original enough for me.
SotM effect: Damage increased from 280/370/460 to 370/460/550.
Suggestion: Increase amount of bounces from 7 to 8/9/11, slight decrease in damage.
Reasoning: Boring damage increase. When plague rider can save up 4300g, he will need more than 7 bounces.
SotM effect: Can hit ally heroes with his ulti. Cooldown decreased from 80/60/40 to 20 seconds flat.
Suggestion: Leave as is IMO.
Reasoning: Gives his ulti a new usage, decreases cooldown to make it actually usable.
SotM effect: Number of wards increased from 8 to 11.
Suggestion: Wards should stay @ 8, add a bounce to the attack that attacks the target furthest away in a 500 radius, with 30/50/70% damage.
Reasoning: One of the most boring staff effects, not counting the damage upgrades. In a sense, it's also abusable with refresher, making it possible to block entire teams with 22 wards. (If it's intended, it's not abusable though) Since there's already an aoe on the ward attacks, the cleave attack would have to bounce to a target outside the range to make it do something else than the simple increase in wards.
SotM effect: Damage increased from 450/675/950 to 650/875/1150.
Suggestion: Add a 40/50/60% movement slow for 2/3/4 seconds.
Reasoning: Boring damage upgrade, 4300g for a mere 200 damage increase. Codex would be a much better choice.
SotM effect: Cooldown decreased from 100/85/70 to 70 flat, damage increased from 40/60/90% to 60/90/120% of damage taken.
Suggestion: Add an AoE damaging 100% at 0 units away, 0% damage at 200/300/400 range, (fading damage) remove cooldown decrease.
Reasoning: Damage increase output is pretty decent, but the "decreased" cooldown is only decreased if he gets it before level 16, making it more or less a useless effect. Giving the ulti an AoE effect like what magebane already has would be pretty decent however.
SotM effect: Damage increased from 36/58/81 to 58/81/108, cooldown decreased from 140/120/100 to 140/120/60.
Suggestion: Grant vision over affected heroes, let it be lethal if there's more than 5 seconds remaining.
Reasoning: It's already a very strong ulti, made even more strong by the SotM. The suggestions above doesn't actually do any differense other than making chasing easier, and if, for some reason an enemy hero escapes with 1hp, 7 seconds left on the ulti and no other DoT's, he'd die. That situation is highly unlikely, and therefore a minor buff.
SotM effect: Increases damage from 100/155/215 to 155/215/270 per second.
Suggestion: Increase channeling time by 1/1.5/2 seconds.
Reasoning: Late game succubus is more or less a disable machine. Increasing the channeling time would actually be a giant boost compared to the 60 damage per second increase that already exists. Now those 4300g is better spent on getting a quick sheepstick or eul's scepter.
SotM effect: Teleport count increased from 3/5/8 to 5/7/10, cooldown decreased from 130/120/110 to 110/100/90 seconds.
Suggestion: Make it possible to choose the next target - removing the risk of hitting creeps.
Reasoning: 4300g on a carry like swiftblade is poorly spent on 10 seconds decreased cooldown and an even more sure kill 1on1. In a teamfight that ulti is so luckbased that 4300g on 2 more ports is a waste og farm.
SotM effect: Increases damage from 210/335/460 to 335/460/570.
Suggestion: Add 2 seconds of true sight/vision to the existing true sight/vision. Maybe add a slowed effect.
Reasoning: The effect is strong as it is, but with spellshards SotM is usually a really late game item on TB now. The suggestion above would make SotM more situational, and perfect against invis heroes on the opposide team.
SotM effect: Increased damage from 66/100/144 to 88/133/177.
Suggestion: Rework or leave as is.
Reasoning: The SotM effect for Torturer is basically perfect for him. He needs hit points as well as manapool, which he gets from SotM, as well as a damage increase from his ulti. However, the boost is kind of the boring same stuff inherited from DotA. If there were to be a change it would have to be a total rework. Feel free to come with ideas though.
SotM effect: Damage increased from 60/90/120 to 90/120/150, attack bounces from 0/0/1 to 0/1/0 and splits from 0/0/0 to 1/1/3.
Suggestion: Maybe a slight change in the bounces and splits.
Reasoning: To me, there's a logical hole when it goes from 0/0/1 to 0/1/0. Even though the total output of damage is higher, a bounce can exceed the original attack range, which again can increase the actual output of damage.
SotM effect: Increases damage from 500/650/850 to 600/800/1025.
Suggestion: Same as with Pyromancer.
Reasoning: Everything Witch Slayer lacks is a good slow. Also, same as with Pyromancer.
SotM effect: Increases damage from 290/430/600 to 340/530/725, reduces cooldown from 135 to 120/100/80.
Suggestion: Leave as is, or remove damage increase and make it a larger sonar scream nuke (non-targetable AoE nuke)
Reasoning: It's strong, but sligthly boring. There's really no need to change it.
Now I'll start with the ones that doesn't have a SotM effect - yet. Please note that this is a work in progress, and this is where a discussion might actually lead somewhere.
Suggestion: Reborns with full health instead of half. Needs no mana to reborn.
Reasoning: Amun Ra needs to stack strength for his abilities to hurt. SotM is a 4300g item that gives 10 strength. To make it a lucrative to buy it, will need something extreme as an effect.
Suggestion: Charges doesn't run out, does 3/5/7% more damage - on everything
Reasoning: Aluna is also one of those heroes that needs a really good reason to "waste" 4300g on an item.
Suggestion by gahd_damnBalphagoreArmadon: bellyspines
damage reduction is now full regardless of incoming direction, melee attacks affect target with spines.
Suggestion: Needs 20+ charges instead of 40+, 40+ instead of 80+, 80+ charges gives a 2/3/4 seconds stun.
Reasoning: It would definitely need some balancing, but as Balphagore is the least played hero at the moment, giving him an AoE stun - if he can farm - might actually do some good.
Suggestion: Damage increase? Increased radius?
Reasoning: It's hard not to be boring with this effect. Go at it.
Suggestion by gahd_damnBlacksmithBehemoth: THUMP!
Ulty stuns everyone for +2 seconds, all units (ally and enemy) in radius increase damage.
Suggestion by gahd_damnBlood HunterBlacksmith: Afterburner
Enemies who die within 600 range refresh all blacksmith's skills, and give him a 10% movespeed buff tapering over 10 seconds.
Suggestion: Hemorrhage applies to 0/1/1 additional hero in ulti range.
Reasoning: His ulti doesn't scale that well, ideas is appreciated though.
Suggestion: Kelp field stuns on expiration, as well as slowing 40/50/60% while up
Reasoning: Will boost bubbles's teamfighting alot, maybe too much.
Suggestion: 60/90/120 damage every 7/6/5 seconds in a 100/150/200 AoE.
Reasoning: This was, for those of you who don't remember, the old revenant ulti in DotA (before the remake). It might be a little over the top, but that would require some tweaking to get it just right.
Suggestion: Cooldown increase from 4/6/8 to 8/10/12 seconds. Global ulti, vision radius from 400 to 200.
Reasoning: Dark Lady ulti is an ulti that serves only to disorient. It was global in the beta, it should still be global IMO. For 4300g to be useful for Dark Lady, it would need to really be an ulti to disorient everyone. The best SotM effect would probably be some ability boosts like Pebbles ulti though.
Suggestion: Damage increase from 350/650/950 to 450/800/1150, stun increase from 1,5 to 2,5 seconds.
Reasoning: Pyromancer and Witchslayer has similar ulti's, why shouldn't DW have a similar SotM effect?
Suggestion by gahd_damnDefilerDeadwood: Penetrating Punch
Willowmaker effect is applided in a 500 Unit cone behind target.
Suggestion: Increase numbers of spirits from 5/10/16 to 10/16/21, 10/15/20% movement speed slow
Reasoning: Defiler is one of those heroes who would benefit from the other bonuses SotM gives. There's no good reason for there not to be a SotM effect on this one.
Suggestion: Travel speed from 1000/1500/2000 to infinite - no animation, instant "port"
Reasoning: As with Defiler, DR benefits from the other effects of SotM. I'll let you people imagine what a DR could do with instant ulti.
Suggestion: Negates all damage/nukes, not only single target spells. Duration lowered from 6/8/10 seconds to 3/5/7 seconds.
Reasoning: Lowered duration for obvious reason, it would simply be overwhelmingly strong if not. There would obviously need to be some balancing on this one.
Suggestion: Add true sight to the bird.
Reasoning: Let's be honest, that bird is strong enough already. A situational SotM would be nice though. Against 2-3 invis heroes, maybe against some very good warders/antiwarders. It would be a 4300g bound eye, but it wouldn't be lost upon death. Too strong? Maybe.
Suggestion: Global ulti, can attack normally from within.
Reasoning: Most empaths dying either dies from not reaching another hero to jump into, or from the hero they were inside. With this, empath would never have to be in the situation where one might die before using ulti. Worth 4300g IMO.
Suggestion: Silenced and slowed for 25/35/45% while inside ulti. Ulti can take 8 hits instead of 4 hits.
Reasoning: Engineer's ulti is strongest when heroes pass through the electric fence around it. Lategame there's no real necessarity to leave Engineer's ulti as it doesn't do lethal amounts of damage if one simply stays inside it. This would probably fix it.
Suggestion by MrKrane:FaydeEnergy field: Added SotM effect; When upgraded with SotM Energy field becomes Mine Field.
Mine Field: Engineer throws down 3/4/5 mines with 300 static no % bonus damage each. (In addition to the original Ult)
If the mines aern't used by the time the Ult finishes, they blow up.
These mines do not effect the maximum number of mines on the battlefield.
Suggestion: Add cliff- and buildingwalking. Duration on ulti doesn't expire. + something else.
Reasoning: Fayde ulti is already strong, but mostly early to mid game. If Fayde gets to max out codex it might be a good idea to buff the ulti a little.
Suggestion: Attack range increased by 5/10/15%, hollowpoint chance increased from 25/30/35/40% to 35/40/45/50%
Reasoning: This would probably be one of the best implementations of SotM for most carries that already scale. 4300g for a better scale? Worth it if the scale is good enough.
Suggestion by Killroy:FluxGoes invis while using ulti. Change damage to true damage or superior.
Suggestion: People being pulled is pulled over cliffs/buildings as well as through trees etc. Ramge increased from 500/600/700 to 600/700/800.
Reasoning: This would be a nice addition to Flux's item builds, as he mainly needs Frostwulf. For the ulti to actually pull people said distance regardless of obstacles would definitely be worth 4300g, as it would be possible to set up teamfights regardless of positions on the map.
Suggestion: Instead of removing buffs, swaps buffs for debuffs. Consumed cannot be broken whatsoever, consumed applied to everyone in a 300/350/400 radius instead of 200/225/250
Reasoning: As a ganker, Gauntlet would probably have a hard time getting SotM. However, by the time he would have it, the times for teamfights would have arrived, which would be a great time to have a bigger AoE for consumed.
Suggestion: Radius increased from 300 to 400. 3 seconds 30/40/50% slow
Reasoning: Geomancer's ulti is hard to aim, unless one have 3 seconds worth of stun. However, stacking another slow upon the quicksand would make it almost impossible to miss. The increased radius is merely there to make up for the 4300g worth of farm. There might be a need for a damage increase as well.
Suggestion: Rallied effect global, movement speed bonus increased from 10% to 20/30/40% radius increased from 400 to 800
Reasoning: Gladiator would probably be one of those heroes you would never see a SotM on no matter how buffed his ulti would become, maybe there's no point to this.
Suggestion: Attack speed buff on 50/75/100% lasts 40 seconds instead of 25.
Reasoning: His damage increase from ulti doesn't scale well because of the lack of attack speed. This would let him stay as a threat even after his portal key and shrunken.
Suggestion: Adds magic immunity
Reasoning: Rhapsody is almost a better pick at the moment. Superior magic would still go through, and physical stuns like Rampage and Monkey King.
Keeper Of The Forest
Suggestion: Adds stun to his ulti (no casting), 1 second longer duration per level.
Reasoning: This would maybe, just maybe, make people build support keeper again. At least it would open for support Keeper to reawaken.
Suggestion: No delay, instant ulti. Radius increased from 300 to 400.
Reasoning: Would probably need some other kind of buff, after all, it's not that hard to hit with his ulti as it is. Probably not worth 4300g.
Suggestion: Removed manacost, 30% lifesteal, reduced cooldown from 55 to 40 seconds
Reasoning: As with the other carries, making SotM is/should be hard. The lifesteal is merely an estimate, as always.
Suggestion: Adds 5 seconds 30/50/70% movement slow, increased radius from 325 to 700.
Reasoning: The same as with madman, maybe add some buffs for his other spells.
Suggestion by Seatbelt:MartyrI want Staff on Magebane ... Hes ult need buff ! 0.1 0.2 0.3 sec stun ? wtf it should be 1 1.5 2 with staff and more radius !
Suggestion: Instant heal instead of channeling, global instead of short range.
Reasoning: Martyr benefits from the other parts of SotM - he simply doesn't need strong buffs for SotM to be attractive.
Suggestion: 20/30/40% increased damage from all spells, nimbus cooldown reduced from 5 to 2 seconds.
Reasoning: Pebbles has spellshards, Monkey King has sol's bulwark. Pebbles has an ulti that increases toss damage, Monkey King has an ulti that gives him speed. Problem solved.
Suggestion: Radius increased from 400 to 800, start with full health instead of half health. Possibly true damage instead of magic damage.
Reasoning: Moraxus's ulti can soak up alot of damage without him actually being hurt. This would additionally boost that ability. In addition, it would be a massive amount of burst damage if he isn't targeted (which it already is).
Suggestion: Infinite purge + 10/20/30 agility
Reasoning: The purge would have to be weaker than the nullfire blade's purge. Combined with traxex's ulti (from DotA) it would make for an attractive item on Night Hound.
Suggestion: If ulti fails to trigger, cooldown gets set to 5 seconds. If it triggers, it stuns in a 300/400/500 AoE instead of a shockwave.
Reasoning: Nomad is no hardcarry, and since he has a defensive ulti he isn't really that reliable in teamfights either. This SotM effect would definitely help on that role.
Suggestion by Innsane92:PandamoniumIt's the same as before but it sends out a wave for each source that hits you while it is going instead of just activating once. I would get sotm every time.
Suggestion: Adds a 50/75/100% splash in a 200 AoE, increased channeling time from 4,5 to 5,5 seconds.
Reasoning: Adding a 100% splash and increasing number of attacks by 1 would really work well with flurry, as well as giving Pandamonium an ulti that has the possibilty to help except shutting down a single hero.
Suggestion: Adds a 1/2/3 second stun to target, the silence applies afterwards, possibly increased damage.
Reasoning: A stun is really all Parasite is missing. Giving a stun to his ulti also gives him the possibility to nuke down another target (stealing movementspeed)
Suggestion: Negative attack speed removed from ulti, slab skin buffed, chuck increased from 35/50/65% to 40/55/75%
Reasoning: SotM would be an alternative to the standard warpcleft lategame item, only better.
Suggestion: Impossible to break chain, able to bind 2 heroes at once.
Reasoning: This would be a very situational SotM; Playing against any good Flux or Master Of Arms and getting off a decent ulti should be impossible. There would probably be situations where it would be very benefitial with two ulti's.
Suggestion: Passive bonuses now applies to closest 1/2/3 heroes on the map. No fade time on essence shroud. Anyone can cast while staying in essence shroud.
Reasoning: Basically a "let's make everyone invis" SotM effect. Maybe overwhelming, maybe not.
Suggestion: Ulti applies to self as well.
Reasoning: Shrunken Head costs 3900. For an additional 400g she'll get stats that actually benefits. Physical stuns will always break ulti anyways.
Suggestion: Orb attacks applies to his illusions.
Reasoning: When orb attacks was removed from illusions, it basically killed the rest of carry sand wraith. Will probably need something else to be attractive though.
Suggestion by gahd_damnSoulstealerScout: Shot on the run.
Scout can move while channeling his ult. Ult no longer breaks invis.
Suggestion: Releases 1 torrent per soul instead of 1 per 2 souls.
Reasoning: Maybe too much of a buff, really don't know.
Suggestion: Increased channeling time from 4 to 4/5/6 seconds, adds a 150/250/350 damage 2 seconds stun in the center (like kraken ulti)
Reasoning: Tempest's job is to disable as many as possible for as long as possible. Fixed!
Suggestion by H0lden:Tremblei have been thinking about sotm doing something like being able to cast spells while channeling ulti or simply making tempest automatically cast meteor when he activates his ultimate ( as of right now meteor is a really great skill which is underused because u cant get a good ulti off if u meteor first)
Suggestion by BleedMeDry:ValkyrieTremble - can have 2 shudders simultanteously.
Suggestion: Fade time removed, cooldown reduced from 120 to 60 seconds, adds a movement speed buff for 15/20/25%
Reasoning: If Valkyrie is in a position where there's really no need for yet another carry, getting this upgrade would definitely be worthwhile.
Suggestion by gahd_damnZephyrVindicator: Alphastrike
casts manaburn on all targets automaticly, in addition to the regular global silence.
Suggestion: Grants 2 cyclones per second, cyclone heal increased from 30 to 50 health points, maximum cyclones increased from 2/4/6/8 to 3/6/9/12.
Reasoning: Even more tanky, even better initiator etc.
Suggestion by gahd_damnLeft out: Arachna, Armadon, Blacksmith, Dampeer, Forsaken Archer, Legionnaire, Maliken, Master Of Arms, Myrmidon, Pestilence, Predator, Puppet Master, Scout, Silhouette, Tremble, Tundra, Vindicator, War Beast, Wild SoulZephyr: I of the storm
+200 AOE, Storm now centers on zephyr(and moves with him).
Everything here are suggestions, no suggestion is balanced either way. The point here is to create a debate.
Everyone is welcome to post comments. I know there is some bad suggestions, but it's all there to get them brains up and running.
I will try to exchange good ideas with my bad when they are invented.
Troll all you want, as long as you stay on-topic.
Last edited by Evero; 09-09-2011 at 04:31 AM.
wow rly ;D
nice job but theres too much upgrade i need to disagree :S
simply cant be placed or well only hear OMFG ITS OP
First of all SotM on chipper is amazing. Same on devourer. Leave those as is.
Some of these ideas are really interesting, and some are super overpowered (like aluna have infinite charges, lol), but I agree there should be more incentive to get this item and this was a cool thread.
The other thing is that not all heroes should have staff of the master upgrades (some are clearly forced.)
Also, some of the "effects" you have added to their ultimates just changes the move entirely instead of "buffing" it as it should. The staff of the master boostable ultimates already in are just that, natural progressions nothing crazy like added effects. It needs to be boosted moves not changed moves.
Last edited by Innsane92; 09-01-2011 at 06:50 PM.
Its ok and works with some char to just get a damage boost or cd reduct. For example Ophil heal doesnt need anything else, its a huge global heal on a short cd.
Are you completely kidding me? I looked at some but this one had 0 though at all to it.
Suggestion: Damage increase from 350/650/950 to 450/800/1150, stun increase from 1,5 to 2,5 seconds.
Reasoning: Pyromancer and Witchslayer has similar ulti's, why shouldn't DW have a similar SotM effect?
Your reasoning let me sum it up on why, Magic vs Physical?
The "infinite charges" part might've been unclear. What I meant was that once you use it, you don't have a timer before it'll run out. Now, if you use ulti you'll go red till you've used a spell or 30 seconds has gone by. Infinite = no timer.
i have been thinking about tempest sotm myself aswell .. but ur idea seems rather odd as u dont really need a stun when they're 100% disabled allready?
i have been thinking about sotm doing something like being able to cast spells while channeling ulti or simply making tempest automatically cast meteor when he activates his ultimate ( as of right now meteor is a really great skill which is underused because u cant get a good ulti off if u meteor first)
But a couple things that struck me as kind of cool were your ideas for (probs too cheap) and and possibly but like I said it changes the nature of his ultimate entirely.
Interesting ideas, well thought out.
I didn't read them all, but pretty much all of the ones I did read are fairly overpowered.
40% chance to ice impisonment on glacius is IMBA, it's a great idea though, 25% chance to ministun would be better imo (including the damage increase)
Nomad's ulti would be great with a staff effect, instead of reducing cooldown upon failiure, giving him a damage buff instead would be awesome, which is only applied if the ultimate fails to trigger.
Unless you, as Pyro/Witch always nukes those with magic armor, don't have spellshards, there's really no reason for DW ulti to not get buffed on the same level as Pyro/Witch.
Of course there are balancing issues with every suggestion, but saying there's 0 to this? Your call.
Drunken Master SotM would REDUCE the length of his ult?
No, no, no. Anything that in any way reduces the effectiveness of your abilities (regardless of other effects) would never (or very rarely) get purchased. If anything, the length should stay the same and it should reduce damage and stun duration by non-single target abilities by 50%.
Kongor: The King of Kings
I don't mean to keep harping on this but ulti is too strong as it is when you consider the stat boosts, the range, and the slow, on an aoe ultimate.
Seriously, though, sotm multi-activation. I think it would be fairly balanced considering you can only be hit so many times in a 2 sec window or 1.5 whatever it is.
A lot of these are good suggestions, but some don't need changing at all, quite a few actually..
But still +1 to this thread.