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.
What I changed: Higher mana cost, bit higher cooldown, combined both effects and lowered the damage of the dot just a little bit.Type: Magic
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
Applies Mojo to targeted hero for 8 seconds.
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.
Personally I don't like it because with the new Mojo he actually gets the babysitter role, making him more viable and diverse on certain teams. 125 mana is a lot more reasonable than your suggested 190 mana, which is extremely expensive for a hero with 4 spells and no mana regenerating skills.
Originally Posted by senzation54
i find mojo quiet usefull lately in competitive play
Soo Young fan for life
The mana cost can ofc be discussed. I wanted the skill to cost a bit more mana seeing how it would also heal and deal damage at the same time.
I believe my propsed change would synergize extremely well with the rest of his skillset.