Introduction: My whole concept behind this hero was to create someone that could possibly break up what is currently a pretty boring meta-game - The Trilane. Blinding Darkness can make support heroes useless for what should hopefully be enough time to take out another hero or two. Debilitating Stare should be used to keep the carries locked down during the later stages of the game. Confounding Light and Master of Illusions will bring chaos to the game when used together. If used to its maximum, the opposing team will be looking at 10 identical looking heroes. Mindbreaker himself will deal pretty minimal damage (except for his ult if they're all group up in a temp ult or something), but the disabling power of his spells should make him an extremely powerful hero in the right hands.
Q - Blinding Darkness
The Mindbreaker targets an area on the ground with a flash of dark energy. Any enemy heroes caught in the wake take 75/150/225/300 magic damage and completely lose vision of all allied heroes for 3/4/5/6 seconds. *The casting of this ability would function similar to Lord Salforis' Mors Certissima, in that you'd target circle the ground, and after a very short delay it casts. The ability area would be slightly larger.*
W - Confounding Light
The Mindbreaker flashes a wave of confounding light in the target direction. Enemy heroes struck by this wave lose all vision of opposing heroes for 1 second. Upon regaining of vision, all opposing heroes will appear identical to each other for 5/6/7/8 seconds. This includes all illusions that are spawned prior to casting. All heroes/illusions will appear to be at 100% health regardless of how much health they had or had lost during this ability's effects. *This ability would cast almost identically to Wretched Hag's Bat Blast, including cone width and length. The travel time should be a bit faster considering it's light instead of bats... Also, the hero that everyone appears to be will be completely random, but only of one of the 5 heroes being played by Mindbreaker's team.*
E - Debilitating Stare
The Mindbreaker stares into the very soul of the target enemy hero, leaving them in an extreme weakened state for a few seconds afterwards. Upon channeling, the target enemy hero begins to suffer from an increasing movement speed slow starting at 10% and increasing by 3/6/9/12% per second over the course of 2.5/3/3.5/4 seconds that lingers for 2 seconds afterwards. Target also suffers 100/200/300/400 magic damage over the course of the channel. If the target gets 800 units away, the channeling is cancelled. If the spell is uninterrupted for the entire duration, the target enemy is disarmed and silenced for 2/3/4/5 seconds. *This ability would cast identically to Empath's Essence Link, with a beam visible between the target and Mindbreaker, possibly getting bigger/brighter as the channel goes on.*
R - Master of Illusions
The Mindbreaker creates an illusion of himself and 2/3/4 nearby allied heroes within 1500 units. The illusions have 200 health, deal no damage and last for 10 seconds. Illusions take 100% of normal damage, reflect 100% of all damage taken, and after 10 seconds or upon death explode for an additional 200 magic damage in a 200 unit radius. Enemies under the effects of Confounding Light upon casting of this spell shall view the illusions as the same identical copies of the other heroes.
Staff of the Master Effect: Illusions have 200/250/300 health and explode for 200/250/300 magic damage. *This ability would look just like a geometer's bane, with the hero and illusion splitting apart in a random direction. Would be interesting if the illusions could mimic the movements and auto attacks of the heroes they were cloned from. They don't do any damage, and it would help truly create an illusion.*
First off, you're going to need manacosts, ranges and ESPECIALLY cooldowns on these abilities. The cooldown on an ability heavily defines when and where it's meant to be used. I know it's a first draft, but these need to be added to get a better idea of how powerful these abilities are.
Blinding Darkness: I can see this being a pain for long range heroes, but otherwise the unlinked vision won't be all that big of a deal. Each hero has 1800 day vision and 800 (I think) night vision. A vast majority of skills in the game are targetted within that radius. On top of that, quite a few abilities grant clearvision, rendering this spell null and void. Unless the vision is reduced while this is occuring, a la Dark Lady's Ultimate, this isn't going to be that big of a deal.
Confounding Light: "Enemy heroes struck by this wave lose all vision of opposing heroes for 1 second." By opposing, you mean heroes on your team, right? So if a Hellbourne Mindbreaker casts this spell on a Legion hero, the Legion hero sees all Hellbourne heroes exactly the same? Either way you might want to clarify this a bit. And if you're controlling the Legion hero that was hit, what exactly happens? Do you lose all vision? Or do the enemy heroes appear to turn invisible for 1 seconds? To ensure hilarity, every hero will appear as scout, regardless if scout is on the enemy team or not.
Debilitating Stare: Good luck getting a 4 second channel off without a disable on the enemy hero. Though even then, 8 seconds disarm is completely outrageous. Yes it's a joke to enemy casters, but being able to completely shut down a hard carry for 8 seconds just isn't fair. Perhaps lower the duration to 2/3/4/5 seconds, and make it silence as well, so that this skill does something to enemy heroes that don't rely on autoattacks.
Master of Illusions: So where do the illusions spawn? Does each illusion appear next to the hero it spawned from? I think the illusions should do some damage, even if it's very small.
First off I'm very impressed at how creative the skills are, and I'd love to see a more refined version of this hero. I think a hero revolving around confusion is something this game could use, even if it ends up being a massive troll hero.
MasterGeese, amateur hero designer and (mostly) support player, reporting in.
In terms of putting out manacosts, ranges and cooldowns, I feel like those would ultimately be tweaked by S2 to fine tune how powerful a hero really is. I was hoping to just bring some new hero concepts to the table beyond Stun, Slow, Nuke.
Blinding Darkness - When I say completely lose vision, I mean COMPLETELY. The affect hero's allies do not appear ANYWHERE. This is meant to shut down the pure support heroes. So for example, Demented Shaman if hit by this wouldn't be able to cast Unbreakable on anyone besides himself. But if someone like Soul Reaper was hit by it, he'd still be able to heal allies, if they happened to be standing near him. It's purely a visual and targeting thing, it wouldn't make ally heroes 'not exist' so to speak.
Confounding Light - Yes, you pretty much got it, but I'll try to clarify what being affected by it would be like. So for example, say you're laning against a Mindbreaker and Aluna. Mindbreaker hits you with Confounding Light, Mindbreaker and Aluna would disappear into stealth. How I imagine it, there would be little poofs of smoke at the end of that 1 second, then they'd both appear as Scout (love your suggestion lol) at 100% hp, and will remain at 100% hp throughout the duration of the spell's debuff regardless of how much damage they take. Though I understand that S2 tries to avoid having to load heroes into a game that aren't actually in the game to reduce load times, so making everyone auto-appear as Scout everytime might not be feasible
Debilitating Stare - This is the spell I've changed around countless times in my head before just putting it out there. Blinding Darkness is made to shut down Supports. I was looking for this spell to shut down hard carries. But I think I like your suggestion to reduce disarm time and add a silence. I want this spell to take some skill to use. Not just something you click on a hero and win. Yes, getting a long channel full duration is tough, but that's kinda the point. This is something that won't really be powerful until the later stages of the game in my mind, and getting a shrunken head would really make this spell shine. But I like the points you've made, and have tweaked the spell around quite a bit. To make it a bit more useful even if interrupted.
Master of Illusions - They would spawn just like when you activate a Geometer's Bane, in that you and the illusion would pop out in random directions. Also, I don't want the illusions dealing auto-attack damage so that they don't aggro creeps/towers to waste the damage. In fact, you'd have to code it so that creeps/towers wouldn't be able to target the illusions at all in my opinion.