Passive and Target Ground
So, what'ya think? I'm especially open for suggestions on the ultimate.
First skill: its good, but the range difference is so low! its not like soulstealer that goes to a really close range to 700. Even tho, I think its fine and well balanced, the only problem is that its a skill that have an immobilize AND stun AND slow on it!, if get an invisible rune, its almost a certain kill in early levels. I really like wath you are trying to do with this skill, but it seems a bit overpowered. Maybe this skill is balanced since this hero has no blink, or any mechanics to get close to the target( a real good one).
Second: Thats a lot of health for a passive skill. In early lane phase, if the skill is level 1, you will have at last 6 helath regen per second. I would suggest reduce the health and increase the range! 450 range is a bit low...but the benefits are great, he will have a really strong lane phase, since he is a melee but will sustein the harass from ranged enemies.
Third: Seems underpowered :/ If someone cast a spell, and is 100 mana, they will be pushed to you 50 units only? I know this skill is passive, but I dont see a good usage of this skill.
Ult: I liked, but this skill with a behemoth, glacious, plague will be VERRY strong, since it affects the whole enemy team! Imo, there should be a way to cancel the mark, just think about Eng ult, it allows people to get out, but they will be punished.
Overall I really liked your hero! I know I look a bit confused on my feedback, but the truth is that I dont really know if this is hero is balanced or not, wath I know is that I really like him!
Sorry for my bad English!
Thanks for the feedback.
First skill: I agree, the ranges need to be tweaked! But as for the rest, I feel it's pretty balanced. 1.3 second immobilize and 2.5 second slow and 1.5 second stun isnt insanely overpowered at level 7 and it takes skill to place all three. What I'm unsure of however, is if it's a fun enough spell. This hero has a very passive skillset outside of this skill, so I need it to be very intuitive and fun to use. With a invis it's a pretty easy kill, but so it is with most heroes if they gank.
Second skill: I feel this is balanced, he can really sustain himself in a teamfight and it has use in lane. I do think it needs more range between highest and lowest tho, cause 6 hp/s at level 1 is pretty insane as you have mentioned. But it can be avoided if the enemy is smart and move out of range whenever it triggers. It needs to have a very visual component to it, like a build-up to the pulse so people can know when to avoid. Gonna tinker with the numbers some as you bring you bring up good points.
Third: Yes, the numbers on this one is slightly off. I had it so low as to not completely screw over enemies with huge mana costs, but I can just insert a max pull to fix that.
Ultimate: Well, they can port out of it or use magical immunity. The radius is a bit low and the duration a bit long, so gonna fix that as well. If there are ways to get out of it, it becomes very similair to Engi and Bubbles ult. This ult is a bit iffy and honestly I only implemented it because I couldnt come up with another good ulti for him.
Had an idea for something along the lines of a radius around him disarming every enemy for a duration, maybe that would be better?
Sweet feedback ;D
Void Slams is very similar to a skill I have had in my brain but never really used. What I would suggest is having the 3 different parts overlap so that if you hit all 3 its a long term stun. Like in the smallest radius it immobilizes for 1.5/2.0/2.5/3.0 seconds. In the middle radius, it silences and perplexes for the same duration, and the largest radius it disarms for the same duration.
Other than that, I believe the ult is a little to powerful and frankly bland. It would be better if it created an impassable barrier in a large radius and over the course of 3/4/5 seconds it shrinks in radius. That way the hero would have a reliable way of hitting each of use Void Slams.
I still preffer the old ult! :P But with some balance ofc, like DrPeckers said.
But if you want to have this ult, its a bonus dmg, but the prior effect takes time to release and have such a really big cd for that! The stun is only single target, just compare to Tundra, its the same ammount but with ~70 secs cd I guess.
Sorry for my bad English!
It is very reminiscent of Kraken ult, but I figured that pulling enemies in slowly shouldnt be limited to one hero. It also has a few quirks which makes it very different from Kraken ult. This is mainly in the passive though, the active is very remniscent of a Kraken ult without the stun but I can see several uses for this one. Whereas Krakens ult is mainly used offensively to initiate or stunlock someone, my version needs to be comboed with something to be effective in offensive use, while it has very broad usage in a defensive scenario : Keeping enemies away from carries, create a barrier between you and the enemy so you can escape and fool the enemy into thinking you are somewhere which you are not and so on.
This hero is alright, though all of his damage seems to be tied into his ult. I can't see this hero being viable before level 6, but then all of a sudden he becomes op! (Maybe if it's just a little bit) My main concern is (I havn't crunched the numbers) Is that if your playing with a flux, and flux managing to pull all 5 enemies heroes, and slowing them, then no hero being able to escape unless they have an escape mechanism. I dunno, i like it, but yeah. 5 charges per hero hit with each charge lasting as long as 10 seconds. you could be finding that your hero could easily annihilate enemies, do we really need another rofl stomp hero? (Hellooooo king Ra!)
Who is Captain utility you ask?
One asian and a chinese cup stuck to a forehead later and this is what you get
He may be only a legend amongst the drunk people of Hawkesbury, but one day he will save the day
Sindred: An epic Hard carry adept at taking down grouped enemies
Actually, I made the ult long after all the other skills ;D. While the ult surely makes him a beast when in a huge teamfight, he has lots of potential before it, the problem is you need someone to disable people so you can get up close or you can slow them down yourself. His lane presence is pretty strong, but can be easily avoided if the enemy just stays out of his range and harasses him down.
Yes, he is insane in combination with Flux, but so is Tempest, Kraken, Behemoth and so on as well and they have argueably much stronger ultimates than Farwalker.
The numbers on the ultimate needs to be balanced, and you bring up valid points in that matter.
As for the comparison with Ra, this hero is very different from Ra. He has about one third of the damage capabilites of Ra and Ra can spam his spells with no cost AND he has ressurection. I have not added mana costs and stats for this hero for a reason, as I like to balance those out after I'm done balancing the concept of the hero.