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Challenge Judge template

Level 10
Joined
Aug 30, 2007
Messages
270

[jopi] (Malendis, Creature of Darkness)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

This Hero has a well rounded concept, given the fact that there are not so many anti-caster
heroes in DOTA, he even has his own niche role next to anitmage. But while antimage is a
carry, Malendis can be played in many different ways. A reason for this might be the fact that
he does nor rely so much on farm as antimage.

On the other hand the 'Mythical Creature' theme is not that clear to see here as you chose a
quite free approach, choosing DOTA's lore itself as a base.


8/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


This lore is very well written. Not only makes it clear where Malendis comes from and what he's able to do,
it also clarifies that he has an antagonist, namely 'Zeus'. The lore blends very well into the lore of zeus,
making it very easy to imagine Malendis as a part of the DOTA universe.


10/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • overall colour scheme is fitting
  • attributes are shown in WC3 style, with highlighted primary attribute
  • Hero icon is provided (clicking it links to source)
  • Hero model is provided (clicking it links to source, image even is animated)
  • abilities are shown in classic tabs, what keeps them easily readable without much scrolling
  • all important stats and interactions of the spells are listed
  • the ability icons that are provided share a colour scheme
BAD:
  • the icons of the first three spells do not fit to them very well: 'Wraith Form' shows a cross,
    'Spell Negation' shows a crystal though this has some 'reflection' character and 'Dark Isolation'
    shows a blade. At least in my opinion there are far more fitting icons in The HIVE's icon section.
  • you used the [TABLE][/TABLE] tags and its title background for your
    rather big titles. This makes the pattern the title background has visible as it is not stretched
    vertically, but just repeats. It is not that bad, but looks unpleasant.
    Using the [table][/table] tags would be an option.
Overall a very good presentation. The two small things mentioned still seem to lessen the overall appearance of it.


13/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Wraith Form: A good spell for escapes and teamfights, as it allows you to reposition easily.
    On the other hand it renders you 'useless' for some seconds, so it has to be used with caution.
    Can be used pretty often, due to low cooldown (although it has a minimal duration). Still it can
    become quite mana intensive when used to often. Can prevent nearly any kind of crowd control with
    exception of stuns (unless changing into 'Wraith Form' also disjoints projectiles).
  • Spell Negation: Another ability that prevents damage, or at least makes enemies think twice
    before using a spell on Malendis. Also reduces any crowd control quite alot.
  • Dark Isolation: A pretty basic spell which does its job, reduce the enemies mana pool.
    This indirectly also negates spell damage, by preventing enemies to actually cast spells.
  • Blades of Torment: The cherry on top of the other spells. Once your enemies have low mana,
    you start to hit them, hard. Also making it harder for them, as they are slower the lower their
    mana pool is.

SYNERGY:
Ok let's first get to the good things. Malendis excels at preventing spell damage and crowd control,
while also having huge damage potential once the mana pools of his victims are low.
There are obvious synergies e.g. 'Dark Isolation' + 'Blades of Torment' or the crowd control reduction
of 'Spell Negation' so you can quickly switch into 'Wraith Form'.
On the other hand some interactions of the spells seem to be contradictory. I'm gonna try to explain
what I mean: Malendis is most powerful once his enemies have low mana. The easiest way to achieve this
is to make them cast spells, but Maledis' spell kit does the direct opposite. Nobody will cast spells on
Malendis while 'Spell Negation' is usable and nobody will waste crowd control spells on him, as he just
frees from it with 'Wraith Form'. The only situation where his spells really work together are massive
teamfights against an AoE oriented lineup, where Malendis gonna be hit by spells even if they do not want
to.
One way to change this would be to make 'Blades of Torment' deal more damage and slow more the fuller the
targets mana pool is. This would make enemies try to keep it low by casting spells, which Malendis then
could throw back at them with 'Spell Negation' for example.
Another thing I would change is the position of 'Blades of Torment' as an ultimate. In the current state
Malendis' leveling phase will be very passive, as he actually has no damage potential, because nobody will
cast spells on him he could reflect. The player would need to wait until level 6 so 'Blades of Torment'
becomes available (because of the same reason Riki's permanent invisibility became a normal ability in DOTA2
recently).

Overall the mechanics are good and work well together on first reading. But when you think longer about it
there are some flaws in my opinion. What I like is that you did use any 'fake' synergies (I call them like this)
using buffs that effect another ability (though this is valid and also comes to use in DOTA it's more LoL-ish,
while in DOTA spells are a bit more separated).

15/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Most of the abilities are not that hard to use, as they are either single target or instant cast.
What is most challenging on this hero and would separate beginners from pros is timing and awareness
of the situation. When is the right moment to cast 'Spell Negation' to deal most damage, for example.
The most challenging ability and biggest complexity by far has 'Wraith Form'. The reason for this is
the fact that you also render yourself 'useless' for a small period of time. So if used wrong, you either
just make enemies wait until they engage on you, or can make you be a single target when your team
already died around you.
Overall this hero is in good balance of complexity, having abilities that do not need a lot of practice to
be used in a 'simple' way, but offer a lot of potential once you are good in using them right.

10/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Overall the numbers seem to balanced, first I was concerned about 'Wraith Form' but compared
to Lifestaler's 'Rage' it's ok. On the other hand, 'Spell Negation's damage return on higher
levels is pretty strong (should it be calculated before the damage halving) and 'Dark Isolation's
mana drain is also a bit overpowered, as it's based on max. Mana and you do not even have to channel
it. So using this multiple times on one target on higher levles renders it with very low mana.
The rather long cooldown only makes up for that on lower levels, as 13 seconds aren't that long.

22/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


I guess, the main problem when it comes to implementation, is the crowd control reduction of 'Spell Negation'.
Also the damage reduction and reflection could be problematic without a good damage calculation system, but I doubt
there isn't such a thing already i DOTA.

8/10


CONCEPT (8/10)
LORE (10/10)
PRESENTATION (13/15)
MECHANICS (15/20)
COMPLEXITY (10/10)
BALANCE (22/25)
IMPLEMENTATION (8/10)

TOTAL (86/100)



[jopi] (Jhesh'Nu, Guardian of the Underworld )

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

You chose a clear concept: Hydra. This concept is very well implemented in most aspects of
the hero. The abilities are well-designed to resemble that are mostly associated with the Hydra
as a mythical creature. Yet you are still bound by WC3's engine a bit, as I guess real-time falling
off and regrowing heads would be the best thing for your hero.


9/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Well written lore, I can't spot any major mistakes in it. The lore describes Jhesh'Nu's origin, as well as
some of its abilities. On the other hand, the connection to the DOTA lore is somehow missing. Unless there
are several entities named like greek gods, as well as some places with greek names in the DOTA universe this
simply does not fit to DOTA. The lore could be a bit more fitting if you would have not only concentrated on
the mythology part but also on some DOTA lore.


8/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • the red colour scheme fits to the hero's concept
  • attributes are shown in WC3 style, with highlighted primary attribute
  • Hero icon is provided
  • Hero model is provided
  • links to resources are provided
  • abilities are shown in classic tabs, what keeps them easily readable without much scrolling
  • ability icons fit the respective abilities quite well
  • all important stats and interactions of the spells are listed
  • important things are highlighted in the tooltip
  • even some original artwork of the mythological base is provided
BAD:
  • you use a different colour scheme for the attributes, and you have three different colours for the other stats,
    it also seems to me rather random, as you show stats that have to do with attacks and ingame interaction with yellow
    and orange title, while you put soundset and regeneration with the same colour what in my opinion just makes no sense.
  • ability icons do not share a colour scheme.
  • ability icons are not linked, and do not have WC3 borders this is done in less than 5 minutes for four icons.
  • the whole hero panel seems to be very stretched vertically, this leads to strange line breaks in the lore part,
    as well as in the tooltips and the visibility of the background pattern in the title boxes. This also makes the
    stats part very unpleasant to read. (I've checked this in the latest version of Mozilla Firefox on a 4:3 and a 16:9
    screen without any difference)
Overall a good presentation. The biggest issue I see is the fact it's very vertically stretched.


11/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Fire Breath: Pretty basic damage spell. Becomes interesting, in conjunction with 'Tainted Blood', as it
    deals additional damage, and also allows Jhesh'Nu to weaken big groups of enemies, e.g. in teamfights.
  • Blessing of Hera: Interesting spell, this adds a lot of survivability to Jhesh'Nu. Also has a nice
    effect should he die, what might happen as Jhesh'Nu has a tank like role.
  • Tainted Blood: Another interesting spell. Reminds me of Tidehunter's 'Kraken Shell' but a bit more
    aggressive. Becomes really good together with 'Fire Breath'.
  • Gaze of Hades: This is was missing until now. Something to force enemies to attack Jhesh'Nu.

SYNERGY:
The spells synergize very well together. Jhesh'Nu's main goal is to attract as many enemies as possible and
tank their damage, while punishing them for it. The obvious combo is 'Fire Breath' and 'Tainted Blood', you
used some 'fake' synergy here with a buff placer. This is no big deal as it's used very often and is completely
valid. 'Blessing of Hera' also fits in once Jhesh'Nu is attacked. And to achieve this you just use 'Gaze of Hades'.
Still there are some things I want to point out. First having 'Gaze of Hades' as an ultimate is not such a good
idea in my opinion, as it forces the player to rush to level 6 to use Jhesh'Nu's full potential and until then
you only have one active ability, what makes laneing until this level quite boring. A way to get around this
would be to make 'Gaze of Hades' a normal ability (maybe switch it with 'Blessing of Hera') and make some changes
to it so it's not so similar to Axe's 'Berserker's Call' (maybe make is a cone-aoe spell, this would fit, as it's
a gaze/stare). The other thing is that to be fully effective Jhesh'Nu needs to take damage, but 'Blessing of Hera'
works in the opposite way. The regeneration is good, but the armor buff is bad, as in conjunction with 'Tainted Blood',
'Tainted Blood' itself will proc less often.

Overall this hero has a very synergizing skill set. Still there are some things that might need to be tweaked in
my opinion to make it work together even better.

16/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero is pretty easy to use. With only one active ability that is a skillshot and the long cooldown
ultimate, you're mostly wait to be hit and then use 'Fire Breath' to trigger 'Tainted Blood'. This means
you have a quite passive playstyle, was isn't bad at all, but might tend to be a bit boring.
As I've already mentioned in the 'Mechanics' category, making 'Gaze of Hades' a normal ability might be
a way to get around this.
Still this hero is not super easy, as such tank heroes need a bit of knowledge on when to engage. All in
all you did well in terms of complexity.

7/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Very well balanced numbers. The only thing that is problematic is the ultimate, as it's a bit weak for an ultimate
in comparison with Axe's 'Berserker's Call' as you can't even move. So making this stronger,
or making it a normal spell (as mentioned in 'Mechanics') would be the way to go.

24/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


This hero should be no problem to implement into DOTA, at least for someone who already worked on it, as every spell
has something at least a bit similar already in the map.


10/10


CONCEPT (9/10)
LORE (8/10)
PRESENTATION (11/15)
MECHANICS (16/20)
COMPLEXITY (7/10)
BALANCE (24/25)
IMPLEMENTATION (10/10)

TOTAL (85/100)



[jopi] (
Chiron, Centaur Grand Hunter)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

The concept here is clear: Centaur. You chose 'Chiron, the centaur' from greek mythology,
making him a skilled hunter also reflects the mythological base. Also attributes that are
associated with centaurs are implemented into your idea.Also the lore resembles the
mythological base very well, but also altering it enough to fit the DOTA lore.


10/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Well written lore, though there are some minor mistakes in tense and plural. Also there are some parts which
could use some slight changes to make reading it a even bigger fun. The lore itself resembles the original story
of Chiron very well, while also making the turn to the DOTA lore. On the other hand the fact that you stay that
close to the original story also is a bit of a problem in my eyes, as you mention so many other characters from
greek mythology that your lore loses some of the connection to the DOTA universe.


8/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • you chose a fitting, general colour scheme.
  • attributes are shown in WC3 style, but with different icons.
  • a model is provided.
  • stats are shown in a clean way.
  • you found a good way of switching between general information and the ability section.
  • though not having a general colour theme for the ability icons, you chose fitting icons.
    for every respective ability and keep the icons in a grey and red colour that also fits the
    chosen model.
  • abilities are shown in classic tabs, what keeps them easily readable.
  • all important stats and interactions of the spells are listed.
BAD:
  • no hero icon provided.
  • the model has no link to the source, I'm aware that this an original WC3 model, so in this
    case the model path would be good here.
  • the blue colour theme of the text does not resemble the icon colour scheme, this is not that
    bad, but I think a red and grey colour scheme for the text would also be good.
  • the whole panel is very vertically stretched, making reading it very scroll intensive, what
    what also makes overviewing the ability stats not that pleasant.
  • due to the very vertical orientation the pattern of the title boxes is also visible, especially
    in the ability section, what makes the overall presentation feel even more stretched.
  • when changing from the general information tab to the ability tab there is a unpleasant change
    in width, you should try to avoid this next time, as is also rearranges the rest of the whole page.
  • the attributes are presented with custom icons, in my opinion these icons neither fit to the text
    colour, nor to the rest of the hero concept. The classic ones would have been better here, i think.
Overall the presentation is good, but as some others it struggles with the fact that it's very vertically
stretched. A wider orientation which is more compact vertically so not so much scrolling is needed, is
better in my eyes, as it makes overviewing a hero idea easier and faster.


10/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:

  • [
  • Stun Arrow: Good long range setup ability for ganks.
  • Centaur Kick: Interesting but situational spell. Gives options for escapes or positioning inside a group of
    trees. If used right it even can push enemies out of position.
  • Bow Mastery: Well, this passive makes Chiron a very good support, as he does not rely so much on farm and
    can scale pretty good without big items, as it just increases his damage's intelligence scaling. The problem I
    see here is, that it's hard to find a 'not moving' enemy in DOTA, unless they're stunned.
  • Leechcraft: A powerful spell in bigger fights. Just heal an ally for an big amount (best targets are heroes with
    big health pool, this ends in the biggest damage) and then punish an unlucky enemy.

SYNERGY:
Well, the only real synergy is the one between 'Stun Arrow' and 'Bow Mastery' still I somehow like the spell kit
you created. I think this hero really excels in combination with other heroes, just imagine him roaming with another
stun-heavy hero. Also 'Leechcraft' makes trading damage with Chiron and his allies very dangerous. It's sad you
didn't chose to add some travel distance interaction to 'Stun Arrow' then it would also synergize well with
'Centaur Kick' but on the other hand would be very similar to PotM's 'Elune's Arrow'.

Overall a interesting spell kit but not so much synergy. In my opinion there is still some potential for a bit more
synergy between some of the spells.

11/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero has a skillshot, instant cast, passive and singletarget ability, what makes him quite balanced
in terms of complexity, but also needs a bit skill to land the spells. Especially a long ranged 'Stun Arrow'
might be hard to land. Another thing that might be something players need to get used to are areas that count
as 'in front and behind' for 'Centaur Kick'. The only other thing I have to mention is that the description
of 'Leechcraft' is unnecessary complex, and could be written much easier to understand.
Overall you have a good balanced complexity and I imagine kicking enemies around is a lot of fun.

9/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


The numbers tend to be either a bit too low, or too high. For example 'Stun Arrow' is very similar
to PotM's 'Elune's Arrow' but weaker in any stat. On the other hand 'Centaur Kick's knockback
especially in the 'Back' version, is very overpowered in later levels, as the knockback is way stronger
than the one of 'Force Staff'. Other than that the numbers seem to be ok.

22/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


I think the hardest ability to implement, would either be the knockback of 'Centaur Kick', or at least the AoE it uses,
or the 'not moving' thing of 'Bow Mastery', as it could turn out difficult to know if a unit is moving the moment it is hit.

9/10


CONCEPT (10/10)
LORE (8/10)
PRESENTATION (10/15)
MECHANICS (11/20)
COMPLEXITY (9/10)
BALANCE (22/25)
IMPLEMENTATION (9/10)

TOTAL (79/100)



[jopi] (Raza'rr the Blade Tempest)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

While having many other great qualities this hero concept lacks a bit of 'mythology' in its theme.
I can't really recognize any mythological creature, apart from the griffin or the egyptian gods Ra
or Horus. Given these as a base, I can not see that many aspects which your concept and the
possible mythological bases have in common. With some thinking you can see the 'light and sun'
theme in the 'altar of faith' ability, in addition to giving multiple characters from DOTA or LoL as
inspiration, a mythological creature would have been a good thing here, in my opinion.


3/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


The writing is good, still I found two minor mistakes in it. Also the lore is a bit short, this itself does not make it
bad but it's hard to bring everything needed in such a short text. This is also the biggest problem I see here,
you barely get to now something about Raza'rr but you still do not know who is his father, and how he died.
Why does Raza'rr thinkthe scrouge killed him?. This lore leaves some open questions to the reader. Still it
manages to describe the basic things about Raza'rr and his abilities, though it's very unclear why he can summon
a whole altar. Is he some kind of god? Or was his father one?


6/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • hero model provided.
  • hero icon provided.
  • the general colour scheme is fitting.
  • well done texture work, the general stats are shown in a very clean and well readable way.
  • attributes are shown in WC3 style, but without icons. Good highlighting of the primary attribute.
  • the ability icons share a fiting colour scheme and fit to the respective ability.
  • the whole ability section, though being packed with text and other information, still is very
    structured and pleasant to read. At no point I felt being overwhelmed by the amount of text and information.
  • additional information about play style and ability usage is provided
  • credits and sources of inspiration are listed
BAD:
  • there is no link to neither the model nor the icons. For the hero icon and model this might not be that much
    of a problem, but as the ability icons are obviously custom made for this entry it will be rather hard to get them.
    There should be a download link for them.
  • well, your outstanding presentation is still bound to The HIVE's limitations. The fact that you switch the tabs
    normally but still have the ones you've made yourself is just unnecessary and does not look right. In my opinion,
    the normal tabs blend in well enough in your presentation.
You did a outstanding 2D job with this presentation, though being limited by The HIVE. Still I can't deny that it also
seems like you would 'show off' your 2D skills and concentrate more on them than the actual hero idea.


14/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Hawk Drive: Good gapcloser, but is hard to control. If used right has a huge damage potential.
  • Melting Blades: A scripted critical strike. This is an idea I really like. Unlike Bounty Hunter's
    'Jinada' it encourages an aggressive playstyle to build up the charges.
  • Altar of Faith: Again an interesting spell. Has a bit of everything, some damage, some slow and
    some utility together with 'Hawk Drive'
  • Blade Imprisonment: Well, this again shows at what this hero excels: 1vs1 fights. Good spell that
    rounds up the ability set and fits to the general playstyle: Attack!

SYNERGY:
The only obvious synergy is between 'Hawk Drive' and 'Altar of Faith'. Still there are some more things.
If you think about the main damage source this hero has, his attacks, there are some more things. For
example 'Melting Blades' gives some ensured damage nukes, and 'Blade Imprisonment' ensures you can
beat down one target without being harmed.

Overall this hero follows one idea: Attack! This is very clear when you read through the abilities.

18/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero is quite balanced in complexity, with a passive, Aoe and single target spell. The only ability that
is too complex in usage is 'Hawk Dive'. While the fact you dash to the closest target in range might be fun
and bring some strange and unexpected situations and also shows if someone is good with this hero,
DOTA is a game of control. 'Hawk Dive' might easily work the same way, also with 'Altar of Faith', being a
normal skillshot.

9/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Very well balanced stats and numbers, though 'Hawk Dive' has a pretty big damage potential when
used at max range. Also the ultimate could get out of hand easily the way it is now. Still outstanding
balancing here.

25/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The normal spells should be rather easy to implement, at least for someone who worked on DOTA already,
as there are some similar things in the map (e.g. scripted crits). The main issue is the ultimate, which freezes
not only the units but also their regeneration or buff durations.

7/10


CONCEPT (3/10)
LORE (6/10)
PRESENTATION (14/15)
MECHANICS (18/20)
COMPLEXITY (9/10)
BALANCE (25/25)
IMPLEMENTATION (7/10)

TOTAL (82/100)



[jopi] (Gor'thir'hel the Blood of Gore)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

This concept has nearly no immediately recognizable mythological creature as base. The best
resemblance I could find after some research was the 'Big Bad Wolf' from multiple tales. A link
or mention in the 'credits and links' section could have helped with this.


3/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Quite unique approach to the lore part, the writing itself is good, I can't spot any major mistakes. It has
something from a poem, but I can't see any pattern in it. Still you manage so tell something about the
hero, up to a point. But while the night is a element in the lore it's no where to find in the heroes spells
and abilities. Also it's unclear where Gor'thir'hel comes from, what he wants and why he is the way he is.
While I really like the idea and can imagine that someone who is skilled in writing poems can make a good
and unique lore this way, I have to admit I find yours lacking in terms of content and information.


5/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • clean readable colour scheme, that also fits the concept.
  • hero model provided.
  • hero icon provided.
  • attributes are shown in WC3 style, with highlighted primary attribute.
  • all hero stats are shown in a readable way.
  • Ability icons follow a fitting colour scheme
  • all important stats and interactions of the spells are listed
  • spell section is very structured and pleasant to read
BAD:
  • there are no links (or paths) to neither the hero model, nor any of the icons.
  • the icon of 'bullet dive' just shows a rather unidentifiable black shade in front of
    a red background, I'm sure there are better icons for this spell.
  • its clearly visible to me that your panel consists out of three individual parts, which
    differ quite a lot in width. You should have tried to make every part have the same width e.g. by
    putting the stats and lore next to each other.
  • using the [stable][/stable] tags would also hide the black lines in between
    the individual parts of your presentation.
  • the credits section just uses the normal 'table' tag what makes it look out of place.
Overall a good presentation, still I have the feeling if was kind of rushed together, as it's
made of three individual parts and the credits section is just put after it without the general
theme.


11/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Bullet Dive: A good gap closer, with some control over the target. The knockback on the other hand feels
    a bit out of place. You want to be in meele range with this hero but push the target away from you (it's only
    a bit but still...).
  • Blood Hunger: Once in attack range this makes you hit your target, fast. Increasing your damage output and
    effective health by adding some lifesteal.
  • Bleed: This gives a chance to even get kills on enemies who managed to get away with low health.
  • Dancing Hell: Well, this makes the hero a beast in teamfights, just activate it and probably see some
    enemies die.

SYNERGY:
The obvious combo is 'bullet Dive' into 'Blood Hunger' or 'Dancing Hell' if you engage into a group.
Should the hit rate of 'Dancing Hell' be affected by attack speed, 'Blood Hunger' also increases the
ultimate's dps. Other than that there are no direct synergies. Also all the build in lifesteal of the
abilities makes up for the additional health cost of the ultimate.

Still the ability set is well-rounded to fit a hero that focuses on his attacks to deal most of his
damage.

15/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero has not much complexity. The only skilshot is 'Bullet Dive', and its main damage source are his
attacks. After entering meele range you just use 'Blood Hunger' to deal even more damage and stay alive.
In teamfights just pop the ultimage and watch everything around you die. The gameplay is pretty
straight-forward what is good, but on the other hand it's also not very complex. I'd say your hero is pretty
balanced in terms of complexity, making him a good beginner hero.

8/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


The normal skills are very well balanced, the big issue on this hero is the ultimate. It is similar to
Juggernaut's 'Omnislash', but hits every target in range. The number of hits is the same 'Omnislash'
haswith Aghanim's Scepter (!). If this wouldn't be enough you also critical strike and lifesteal to it,
what makes this spell simply very overpowered.

20/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The the only problem I see with implementing this hero, is the ultimate. The reason for this is, that it attcks
all units in range at the same time, but can crit independently on single attack (at least that's how I understand
it, so when crit-ing not always all units are hit with an critical strike). So acctually you would have to make the
hero 'attack' all units in range one by one really fast.

7/10


CONCEPT (3/10)
LORE (5/10)
PRESENTATION (11/15)
MECHANICS (15/20)
COMPLEXITY (8/10)
BALANCE (20/25)
IMPLEMENTATION (7/10)

TOTAL (69/100)



[jopi] (Morikk the Dwarven Prodigy)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

With 'dwarf' as a theme you chose a mythological creature, which is quite easily fitted to any
fantasy-like lore. The inability of using magic is also associated with dwarves (e.g. warhammer).
On the other hand chosing such a fantasy related theme also makes it hard to really bring the
'mythological creature' feel. Still you have a good concept here, and managed to bring in some
DOTA lore, too.


7/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Well written lore, I can only spot one minor flaw (at least I would have written it different). The lore gives
good insight in Morikk's orign and background. It also has a connection to the DOTA lore. What I'm missing
here a bit is something about Morikk's actual abilities and how he fights the scrouge. Also with 'dwarf' being
your chosen 'mythical creature' it seems kind of easy to make a fitting lore, as dwarfs are a part of the
WC3/DOTA univerese already.


8/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • overall colour scheme is fitting
  • attributes are shown in WC3 style, with highlighted primary attribute
  • Hero icon is provided
  • Hero model is provided
  • abilities are shown in classic tabs, what keeps them easily readable without much scrolling
  • all important stats and interactions of the spells are listed
  • the ability icons that are provided share a colour scheme
  • links to resources are provided
  • good differentiation of tooltip and notes
BAD:
  • the ability preview next to the model picture somehow seems unnecessary the way it is now.
    If you would have made the names smaller and orented them differently the would be enough space
    for a excerpt of every spells tooltip. Then this would be a valid ability preview. Also it stands
    out very much due to the black background with white borders. Only icons with normal HIVE background
    would fit better in my opinion.
  • in the attribute part the pattern of the 'otable' title boxes is visible due to its height.
    the 'table' tag would be an option here.
Overall a very good and clean presentation, only the ability preview part just feels out of place and
unnecessary to me the way it is now.


13/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Arcane Barrage: Very good spell, with multiple uses (counter push, but also deal massive damage
    to small groups of enemies as they can be hit multiple times).
  • Discharge Energy: Has big damage potential in late game, but is also pretty easily countered.
  • Assimilate Magic: Well, this simply keeps your mana pool full in bigger fights against an AoE
    oriented lineup.
  • Power Torrent: This fits very well to the other spells. It keeps your targets in place, while also
    increasing the effectiveness of your abilities. Still is dangerous to use, shoud you find yourself or
    teammates in the AoE.

SYNERGY:
Good approach on a caster hero that can scale into lategame. Obviously all normal abilities synergize
with the ultimate, either by increased damage or potentially increased damage taken, what results in
more mana restored. Other than that there are no other big synergies.

Still this hero as a well-rounded skill set, making him a big threat if not controlled well.
Also you managed to not use any buffplacers or so to justify some abilities (you didn't use
'fake' synergy).

17/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero has very funny spells which can be used also by beginners, still they have a lot more potential
when usedby a very skilled player who knows when to use them best. For example 'Arcane Barrage' is
good to counter push, or tokill small groups of heroes. Also the ultimate is very powerful with the right
team composition, but also can be dangerous for allies when fighting a magic damage heavy team.
I'd say this hero is balanced in terms of complexitywhile also offering multiple ways of using the abilities
once you know how to use them right.

10/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Both of Morikk's active normal spells have insane damage potential, also in lategame. Still especially
'Discharge Energy' is easily couterable. Also 'Assimilate Magic' is quite powerful, as the mana gain is
pretty high on higher levles. The ultimate seems to be pretty balanced, though the damage amplification
on allies gives it a bit of a 'weakness'

21/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The only things I see that could be tricky to implement on this hero, are either the missile splitting of
'Arcane Barrage', or the walking channel of 'Discharge Energy', but here mainly the fact that is has to
be cancelable by stuns and silences, so you have to detect them within this time window.

9/10


CONCEPT (7/10)
LORE (8/10)
PRESENTATION (13/15)
MECHANICS (17/20)
COMPLEXITY (10/10)
BALANCE (21/25)
IMPLEMENTATION (9/10)

TOTAL (85/100)



[jopi] (Mandalgor Frostblaze, The Dragon Overlord)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

Dragons are for sure some of the most known mythical and fantastical creatures. They are
associated with fire in most casesbut you also add the aspects of frost to it. The approach
itself of combining two oppositional themes to form one concept is very good. The concept
of a fire dragon, that can fight from ground and from air is also a valid approach.On the other
hand chosing the dragon as base, makes it quite hard to distinguish this 'mythical creature' from
a 'fantasy creature'.


6/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


First of all I have to say that you really should try to improve your writing, it's ok when you're noot
a native speaker, but then you should'vemade the lore a lot shorter. There are many mistakes in
tense and syntax (sentence structure/word order). This makes some passages of the lore
hard to understand, and I had to read some parts multiple times to get an idea what you might mean.
While the lore itself fits quite well to your hero, it does not really fit to the DOTA lore. You bring in so
many new characters and even places. Who is Oxadius? Is he a servant of the Lich King? This is just
an example, and your lore leaves many other open questions after reading.


4/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • overall colour scheme is fitting
  • attributes are shown in WC3 style, with highlighted primary attribute
  • stats are shown in a clean way.
BAD:
  • the way you present the ability stats is not good in my eyes. Using tables makes comparing the levels
    of different stats far more easy as skipping in lines between numbers to look for the next value of the
    same stat.
  • there is neither a model nor any icons provided (at least there are no visible for me, even when I'm logged in).
    The model link you provided just leads to chaosrealm.info's main page for me.
  • something went wrong with the indent around the 'wings of fan' ability. All the text is a bit more to the right
    from here for some lines.
Overall a good start, but I have the feeling you're not that experience with BBCode. This itself isn't bad at all,
everyone has to start someday. But you should've used one of the templates that were linked to the opening
post, instead of trying to make such a massive and ambitious entry just by yourself.


5/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Wrath of Flame: Deals damage and knocks back enemies. Gives some sort of control/escape.
  • Flame Breath: Pretty simple damage spell.
  • Storm Roar: Pretty simple AoE damage spell, that makes enemies 'dizzy' (you mean stunned?).
  • Ultimate Blast: Pretty powerful AoE damage nuke.
  • Flame Breath (Ranged): See 'Flame Breath'
  • Wings of Fan: Ok, this ability needs a better description as the distance the units can be
    dragged is not given. Also abilities that damage allies are not that common in DOTA. Other
    that that a pretty basic AoE damage spell.
  • Dragon Vision: Good spell for the laning phase and to setup or dodge ganks.
  • Flying Mode/Land Mode: Well this is pretty obvious.

SYNERGY:
I really have to admit I find it very hard to find any synergy between the abilities. Nearly every ability
deals damage in some way and does an additional effect. The only synergy I can find is 'Wings of Fan'
with any other ability as you just group up the enemies and then throw everything on them, pushing
anyone whosurvived (not many I'd say) away from you with 'Wrath of Flame'.

Overall a pretty basic playstyle with a 'wombo-combo' orientation. The synergy itself is not that big,
but the sheer mass of abilities gives a lot of possibilities.

11/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Well, this hero is special, as he has more than the normal amount of abilities. The main idea
is good, but it also makes the hero quite complex to play. The biggest problem I see with this
is, that this kind of complexity is unnecessary. The type of gameplay/synergy of the spells
(pull in --> damage --> push back) can be easily achieved with the normal amount of four
spells and simply doesn't justify ten spells. Sure this amount of spells can be fun to use,
once you are able to control them. But contrary to invoker (who also has many spells,
which are quite different from each other or very situational) most of Mandalgor's spells simply
deal some form of damage and offer some kind of crowd control. This might end in a spam
gameplay, where you just throw out every spell in land form, switch to flying and do the same
and then switch back. This on the other hand is not complex gameplay, but just button smashing.

4/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Well, the stats and numbers on this hero are hardly balanced at all. The hero starts with
around 100 base and 58 (!) armor. This is just way too OP. The spells on the other hand
just seem unfinished to me, as only one normal spell has four levles, or at least leveling
him is a bit strange. The other thing are the values on the spells. While the damage is pretty
high (mostly on the damage over time spells, as the durations are just too long) their
manacost just seem pretty random. What I mean is for example 'Wrath of Flame' on level
one costs 226 mana, what even with 32 starting Int (what btw is also too high for an starting
value), is just too much for an normal spell. Normal spells in DOTA tend to have manacosts ranging
from 50 to 150 mana, while none of Mandalgor's spells with manacost is below 200.

10/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The spells are pretty easy to implement, with only the knockback being a bit more work intensive.
On the other hand you just have more abilities, so the number of spells is simply bigger and this
will be the main thing that matters.

8/10


CONCEPT (6/10)
LORE (4/10)
PRESENTATION (5/15)
MECHANICS (11/20)
COMPLEXITY (4/10)
BALANCE (10/25)
IMPLEMENTATION (8/10)

TOTAL (48/100)



[jopi] (Merlinae, The Fairy Sorceress Knight)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

Choosing 'fearie' as base theme is a rather unique approach, as fearies are mostly painted as
rather fragile, magical creatures. I'd still say that they are a good base to start up from and for
sure make up for a 'mythical creature'.


8/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Ok apparently there went something wrong with your lore here, this is really sad. On the other hand
there is now less for me to read, so keep in mind you did me a small favour with this :)


0/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • overall fitting colour theme
  • link Hero model provided
  • Hero icon provided, with link
  • important stats are listed, mostly
  • abilities are shown in classic tabs, what keeps them easily readable without much scrolling
  • fitting icons, though they do not all share the same colour, you keep the palette quite small
  • important stats and interactions of the spells are listed, mostly
BAD:
  • there is no picture of the Hero model
  • attributes are not provided
  • most of the spell's tooltips either seem to be unfinished, or are prette vague (e.g. what does
    'rampaging through the battlefield' mean exactly? How do the spirits behave?).
  • there are no links to the spell's icons
Well, overall this is a good start. I'm aware that there obviously something went wrong with the
versions of your entry, but I only can judge what I see. Still I'd really like to see the actual
'final version'.


8/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Pain Haze: Pretty basic AoE dps spell.
  • Pixie Potion: Basic support ability that restores some mana and health.
  • Tejhanah's Blessing: Good aura that increases your team's mobility and damage.
  • Transcendence Spirits: Well, I have to admit it's hard to imagine what 'rampaging
    spirits' are. Does is behave like Death Prophet's ultimate. If so, then this ability
    works well in teamfights but also helps bringing down one target, as it gets focused
    by the spirits.

SYNERGY:
Well there is no real synergy between the abilities. This hero fills the supporter role
added with some damage potential. It's pretty straight-forward and not very complex.

10/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero is not very complex. It has an AoE spell, one single target, passive and an instant cast
(at least I think so)ultimate. That being said, it's a pretty basic spell set at average complexity
without being too hard to master or too easy so it's boring. Still there could be a bit more complexity
in the spells, so they are not that similar to some other spells or make the hero more unique.

6/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


'Pain Haze' seems quite balanced, but basing 'Pixie Potion's restore on the target's own
regeneration is pretty weak, as regeneration values in the early game tend to be between
1.00 to 2.00 health/mana per second. And even in late game they rarely exceed 20.00 health/mana
per second (unless you buy 'Heart of Tarrasque' of 'Bloodsone' obviously). Also 'Tejhanah's Blessing's
damage increase of +3 on level four is just way too low and could also be neglected completeley,
the movement speed increase on the other hand is way too powerful as it would make the whole
team have around 450 movement speed (Spirit Breaker's movement speed aura increases by 18%
on level four, for comparison). To say something about the ultimate is a bit hard, as its description is
quite vague.

15/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The normal spells are really easy to make, the only thing that bothers me is the ultimate, because
of its vague description, so I can't really say something about it.

8/10


CONCEPT (8/10)
LORE (0/10)
PRESENTATION (8/15)
MECHANICS (10/20)
COMPLEXITY (6/10)
BALANCE (15/25)
IMPLEMENTATION (8/10)

TOTAL (55/100)



[jopi] (Romagus the Time Elf)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

The base theme 'elf' is is a valid approach to the 'mythical creature' theme though it can be
seen more as 'fantasy creature'. Also choosing 'time' as second theme, this makes up for a
really ambitious concept, as at least in my opinion time based concepts tend to be either very
complex or waste a lot of potential. Also you've used WC3 and DOTA lore itself to make yours
what makes it fit into the map very good.


8/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Reading the lore it's clear where Romagus comes from and what his abilities are. I like the idea
with Romagus switching universes to gain a second chance. It gives the story a nice twist and
also makes the connection to the DOTA lore. On the other hand the fact your 'mythical creature'
is something from the wc3 lore, it's kind of easy to make a fitting lore. Also I've spotted some
mistakes that would need to be corrected.


7/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • attributes are shown in WC3 style, with highlighted primary attribute
  • Hero icon is provided (clicking it links to source)
  • Hero model is provided (clicking it links to source)
  • abilities are shown in classic tabs, what keeps them easily readable without much scrolling
  • important stats and interactions of the spells mentioned, mostly
  • the ability icons that are provided (clicking them links to source)
  • spell effects are provided (clicking them links to source)
  • most ability icons and effects are fitting
BAD:
  • the dark blue you chose for highlights and the spells description is quite unpleasant to read
    on the rather dark background. Especially the spell descriptions could have used some highlights
  • the spell descriptions are very long. The main reason for this I see in the fact you list all
    values directly in the text. In my opinion it is better to make a short and clearly readable
    description, followed by the values (e.g. in a table) and then if still needed a 'notes' part that
    describes the spell/interactions more detailed
  • the icon of 'Time Lock' seems to not fit somehow. The icon is purple but its effect is yellow.
    If you would have chosen a yellow/white icon it would even make the whole spell icons fit better together
    ( e.g. 2 blue, 2 yellow/white-ish)
  • icon and effect of 'Time Mastery' do not fit together. You should have chosen a blue aura effect in
    my opinion. Also if I remember right the model you chose is pretty damn big if not changed, thus being
    quite useless as an aura.
  • you do not have a general colour theme, there is light and dark blue, but the spell tabs have white
    text.
  • the presentation panel is very vertically stretched. Also there is a unpleasant change in its width
    when you change to the 'Time Lock' tab (due to the images size).
Overall a good presentation. Still there are some things that could have been done differently making it
much easier to overview and read.


11/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Time Wave: Pretty simple wave skillshot, it's fairly spammable. This is needed, as it
    places the 'Time Magic' buff on the enemies.
  • Fate Denial: Somehow similar to Dazzle's 'Shallow Grave' but heals the target once its
    health falls low.
  • Time Mastery: An ability augmentation. Grants Romagus some more survivability, but also
    improves his abilities with additional effects.
  • Lock Time: Very interesting spell with many uses, can be a good setup for ganks or makes
    escapes possible. Also is very good to control one singel enemy in a teamfight (e.g. to prevent
    a big AoE ulti to be used).

SYNERGY:
Well, this hero got a lot of ways his spells synergize with each other. The main reason for this
is you work with a buff placed by 'Time Wave', called 'Time Magic'. This buff grants every other
active ability some special bonus effects. Working with buffs is a good and easy way to make
spelly synergize, but that's also the big problem I have with it. It's something I call 'fake'
synergy, as it can simply make each and every spell you can think of synergize with any other
spellas long as the buff is active. Still it is a valid and often used (also by me) technique to make a
well rounded spell kit, but I think when compared to a spell kit that synergizes well with out the
use of 'fake' synergy, I like the one without the buff placer more, as I think it takes much more
effort to make a good spell kit that way.

Overall I really like the way the spells and the sheer mass of different uses, but on the other hand
the excessive use of the buff synergy just makes it seem to me that there also might be any other
fourspells as long as they work around the 'Time Magic' buff.

13/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero's spells itself are nor very complex being one skillshot and two single target spells. What
makes this hero complex are all the 'Time Magic' interactions. This being said, the complexity still isn't
that big. Another thing is that some abilities scale with attributes. This itself isn't bad, but makes
predicting the actual effect 'harder' as you need to make some small calculations, as well as scaling spells
are not usual in DOTA.
Overall you've got a good balance in terms of complexity, but there are some minor things that might be
changedso it's not more complex than needed.

8/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


The abilities by themselves are pretty balenced. The most problematic spell in my eyes is
'Fate Denial' as its healing potential is huge, to balance this you come up with a very long
cooldown, what is good. Still you can double cast it, when used in conjunction with 'Time Lock'.
Other than that the spells seem to be pretty balanced, with only the potential
healing of the fully upgreaded 'Time Wave' being a bit high with some luck.

21/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The abilities itself are pretty easy to make, the only thing that might take some time, are all
the 'Time Magic' interactions.

9/10


CONCEPT (8/10)
LORE (7/10)
PRESENTATION (11/15)
MECHANICS (13/20)
COMPLEXITY (8/10)
BALANCE (21/25)
IMPLEMENTATION (9/10)

TOTAL (77/100)



[jopi] (Breken Vile Fiend)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

A cloned and mutated spider, well I have to admit it is very hard for me to make this a
'mythical creature' as it feels very futuristic and scientific, two things that aren't associated
with 'mythology' in most cases. Still adding the 'poison' theme rounds it up a bit, but does
it not fit more to the 'mythical creature' theme. On the other hand you provided some resource
on the character it's based on. Sad the resource gives nearly no lore information.


5/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Your lore gives some insight of Breken's origin, that he is a failed and later mutated experiment.
But it still leaves open many questions, e.g. who created him. Was it someone who works for
the Lich King? What species does Breken belong to? And why was is nearly extinct? The problem
I see is there is no real connection to the DOTA lore. Also there quite a lot mistakes in the lore.
Sometimes you switch around tense in the wron way and sometimes the whole syntax of a
sentence is wrong.


5/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • very good colour theme with good contrast
  • hero icon is provided
  • hero model is provided
  • you found a good way of switching between general information and the ability section.
  • all important hero stats are listed in a clean and readable way
  • attributes are shown in WC3 style, with highlighted primary attribute
  • good use of an ability preview section
  • icons share a fitting colour theme
  • all important stats and interactions of the spells are listed
  • stats and abilities of summoned units have their own small section
BAD:
  • no links to neither the model, nor any of the icons are provided
  • some of the icons seem not to be fitting. The icon of 'Electro Web' shows a green web,
    while blue is the colour that is used with the electric theme, mostly. Also the icon of
    'Toxic Wave' acctually shows a green wolf. While I get the intention of showing something
    that was hit by the wave, it does not really resamble the idea of the 'wave' itself.
  • there is a small change in width noticable when changing from 'introduction' to 'abilities'
    tab. A bigger change in width happens when you open the 'Virulent Clones' hidden tags.
    These are pretty unpleasant.
  • there are some mistakes in the spell descriptions
  • the whole presentation panel is very vertically stretched, what makes scrolling necessary.
    That again is not good for the whole overview over the presentation.
Overall a very well made presentation. There are some things that could be changed to make it
even more pleasant to read and feel more consitent. Still you made very good use of the siple
'table' tags to list things.


12/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Electro Web: Potent crowd control spell. Is also a good setup for Breken's other spells.
  • Venom Drench: Again crowd control and also some damage amplification, making it a good
    support spell, as well as fitting well to the ultimate.
  • Toxic Wave: More crowd control, with some damage
  • Attack Order: Even more crowd control. This time it adds some complexity, as you have to micro
    the summons a little bit.

SYNERGY:
Obviously there is a lot of synergy here. The simple reason for this is, that each ability has some
form of control effect, thus being a setup spell for the next spell, and so on. In adddition you use
summons that attack the enemies, here 'Venom Drench' offers a way to amplify their damage by
armorreduction.

Overall a pretty straight-forward spell set, though overloading it with slows and stuns is a really
simple and basic way to make them synergize. Here you could have make the spells more diverse,
sothe spells are not that similar to each other, or at least do not have a similar way of using them.

12/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero has no single target ability. All his normal abilities are either skillshots or AoE spells.
In addition his ultimate is a summoning spell so even some micro skills are needed. This makes
Breken quite interesting in terms of skill. As obviously people who are good at hitting skillshots
will be better with this hero. On the other hand this might be a problem, as it would be quite easy
to zone heroes out, because of the huge area Breken can control. All in all this hero is well made
in terms of complexity but the number of skillshots/Aoe spells is a bit high, and could use some
diversity (also in terms of balance, but I will cover this in the 'balance' category).

8/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Damage is not what makes this hero overpowered, it's the sheer mass of control. Every spell
slows or stuns in some way, with 'Venom Drench' being the most overpowered, as it can
perma-slow a group of enemies for 40% (12 sec cooldown with 25 sec duration, maybe there
went somewith wrong when writing down?). In DOTA there is no hero with four control spells
(or at least I can't thinkof any, with exception of Invoker but he's special), so this hero would be
very powerful, as every of his spells can be a setup for any other of his spells, making nearly
impossible to get away once you were hit by one of his abilities.

12/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


Someone with basic or only a bit advanced knowledge about coding should not have any problem to make
this hero.

10/10


CONCEPT (5/10)
LORE (5/10)
PRESENTATION (12/15)
MECHANICS (12/20)
COMPLEXITY (8/10)
BALANCE (12/25)
IMPLEMENTATION (10/10)

TOTAL (64/100)



[jopi] (Atryxar the Archfiend)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

The 'bat' and 'blood' theme is a quite basic theme in my opinion, together with the 'vampire'
theme. The name itself makes me think of 'Aatrox' from LOL which also shares the 'blood'
theme. While not being a classic 'mythical creature' it's still a valid approach.


6/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Atryxar's lore covers its origin is some way, still the circumstances that led to Atryxar becoming
what he is now are pretty unclear. Was it the Lich King's work? Is he even fighting for the Scrouge?
Also his abilities are described rather 'vague' and do not give any real information in the playstyle of
Atryxar. Also I missing some kind of connection to the DOTA lore. On the other hand the writing itself
is very good and I can't spot any major mistakes in it.


6/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • attributes are shown in DOTA2 style with highlighted primary attribute
  • hero model is provided
  • hero icon is provided
  • fitting ability icons which share a colour theme
  • all important stats and interactions of the spells are listed
  • additional information about ability usage and item build are provided
  • hero stats are listed in a clean and readable way
  • overall fitting textures were chosen for the presentation
BAD:
  • no link to the hero model, nor any of the icons used is provided
  • the presentation panel is pretty packed, what might make the reader
    feel a bit overwhelmed on first read
  • the vertical borders on the inside of the panel make it look a bit chaotic,
    as they do not share the same width. I imagine that even just removing the vertical
    border between spell description and spell stats might change the overall look of the
    presentation to feel a lot more consistent.
Very good 2D work. On the other hand, not using BBCode at all (e.g. tabs) somehow forces
you to make the presentation quite stuffed with text. Still I could overview it pretty well.
Also it seems to me that your main focus on this hero idea in the end was its presentation.
As mentioned there are still somethings that might be added or changed to make this presentation
even better than it already is.


13/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Blood Rush: Gap closer and offers some damage amplification by armor reduction.
  • Life Essence: Some bonus damage and sustain. Can scale very well into lategame,
    while also adding some chasing potential.
  • Vicious Shreds: Again a ability that increases the overall damage output, this
    time by attackspeed increase.
  • Plasma Tide: Quite basic skillshot with huge damage potential. Good to finish off
    enemies that otherwise might escape.

SYNERGY:
Overall, the playstyle is clear: Attack! This is what the spell set is made around.
You can jump onto enemies and increase your damage output, while also keeping up with
them easily. 'Vicious Shreds' makes 'Life Essence' proc more often while also keeping
itself active longer. 'Plasma Tide' them rounds up the spell set by giving Atryxar
a good finisher.

Good spell set, with clear synergy and playstyle. What I'm missing is a bit of versatility,
as there is mostly only one way to use an ability.

16/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Overall pretty balanced in terms of complexity. It has two skillshots so some aming is needed, but
this is ok. The other two spells are passive or instant cast, so no problem there. Once this hero
comes to meele rang everything should be ok with some backup.

10/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


The numbers on this hero seem to be pretty balanced, as his attack damage is his main damage source.
The only ability I'm concerned of. is the ultimate, as it not only deals flat damage (which is balanced, taking
the other damage instances into account), but the fact the damage is dealt twice and at least once is
based on max health is just overpowered. 'Plasma Tide' can just kill anybody whith health below 20%,
and the fact it's a slow moving skillshot does not really make up for that, as it can easily secured by any
form of crowd control.

23/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The spells should be pretty easy to make for someone with a bit advanced knowledge. The main issue
are the increased effect durations, mainly the one of 'Vicious Shreds', as you have to check for proccs
of 'Life Essence' and end the effect manually.

8/10


CONCEPT (6/10)
LORE (6/10)
PRESENTATION (13/15)
MECHANICS (16/20)
COMPLEXITY (10/10)
BALANCE (23/25)
IMPLEMENTATION (8/10)

TOTAL (82/100)



[jopi] (Zeineia, The Mistress of Hell)

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL


Is the hero idea valid with the chosen theme? Is the concept original and/or well modified?

You chose 'succubus' as your theme. Together with the 'blood' and 'torture' theme this makes
a good and round concept. Though there is already a 'succubus' in DOTA, namely 'Queen of Pain',
yours differs from it completely. Adding some WC3/DOTA lore makes up to a very good concept
to work with.


9/10

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


I like the main idea of a creature that had nothing to do with the Scrouge vs Sentinel conflict
but later was manipulated by the Lich King, also granting her increased powers. You give good
insight on Zeineia's origin and background story, but it's still not clear why Lilith send the succubus
on eather in the first place, was it for pure amusement? The passage with Zeineia's 'severe wounds'
also somehow describes her actual abilities that wound herself but also increase her survivability.
Content wise this lore is pretty good and well rounded. The main problem I see is the writing.
You make some mistakes in tense and syntax, and also end some sentences without any reason.
The writing should be improved here.


6/10

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


GOOD:
  • overall fitting colour theme of the text
  • hero model provided
  • hero icons provided
  • list of resources and its creators is provided
  • fitting spell icons that share a colour theme
  • all important stats and interactions of the spells are listed
  • abilities are shown in classic tabs, what keeps them easily readable without much scrolling
  • stats are shown in a clean way.
  • good use of an ability preview section
BAD:
  • you used the 'otable - titletd' tags as base for some vertically big pieces of text. This makes
    the pattern of it visible, what looks unpleasant in my opinion. Simple 'table' tags would be the
    way to go.
  • the spell descriptions use all the same colour of text. Using a different one for normal text and
    another for stats/values would have been a good idea. Also you could use normal and bold text.
  • the spell descriptions have different heights what makes changing tabs, also change the length of
    your presentation panel. You could have used tables for the values insead of putting them directly
    into the text, this might prevent changes in length if done right
  • in the credits section you could have made direct links to the resources, so it's easier for
    someone who wants to create the hero, to find the things needed
  • the green text colour you used for the spell descripions in the ability preview and for the notes
    of 'Blood Lust' does not fit to the orange theme. The normal HIVE text colour would have been better
    in my opinion.
  • there are some mistakes in the spell descriptions
Overall a good presentation. Still there are some things you might change and add to improve it.


12/15


How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


SPELLS:
  • Boiling Blood: Good spell for damage amplification, that also deals some damage. Costs some
    life to cast, what works well together with the ultimate.
  • Blood Scream: Good spell to keep enemies in range and also synergizes with Zieneia's playstyle
    as she will have quite a lot of health in late game.
  • Compact Blood: Good spell to increase survivability.
  • Blood Lust: This spell rounds up the kit very well, by making Zeineia be very powerful, when
    her health is low.

SYNERGY:
This hero might be a good carry or support, as it has huge damage potential, even without a lot
of items, as well as good survivability. With 'Boiling Blood' you can bring your health down, to
trigger 'Blood Lust'. 'Compact Blood' works well with 'Blood Scream' by increasing max. health.
Also with 'Blood Scream' you can keep enemies in range that were hit by 'Boiling Blood'.
On the other hand there are some things that do not fit together in some way. An example is
'Compact Blood' and 'Blood Lust', as the first one decreases incoming damage a lot, but you
want to be below 40% health as fast as possible and then you want to be hard to kill. So one
way to get around this would be either to make the damage reduction increase with missing health
(it's weak when at full health but is stronger when at low health), or add an active part to the
passive health increase. For example you could make an damage shield that soaks up damage or just
make the damage reduction active.

Overall a good spell set with clear synergy. Still there are some things that could be changes to
make it more consistent and synergizing.

16/20


Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Balanced in terms of complexity. Though not having any skillshots you still need to keep an eye for
your health, so you know when not to cast 'Boiling Blood' or when your 'Blood Lust' is about to get
active. Still the health threshold thing might be a bit complex to master.

9/10


Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Overall the spells seem to be pretty strong, with only 'Boiling Blood' being somehow balanced.
'Blood Scream' is very weak in early game but just deals way too much damage in late game
(assuming the 2000 max health is realistic for Zeineia). Also the procentual damage reduction
on 'Compact Blood', especially for physical damage is just way too high, while the health increase
is merely noticable. The ultimeate is a bit strange, the most important thing here, the attack speed
gain is not scaling with levels, and also very strong when health is really low (200% increase if I
calculated right at 10% health remaining).

15/25


Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The normal abilities should be pretty easy to make (at least with a good damage calculation system). The
big work would be the ultimate as you have to constantly check Zeineia's health for multiple things and
changes in health are happening quite often.

8/10


CONCEPT (9/10)
LORE (6/10)
PRESENTATION (12/15)
MECHANICS (16/20)
COMPLEXITY (9/10)
BALANCE (15/25)
IMPLEMENTATION (8/10)

TOTAL (75/100)

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