Battle for Jaelinor - hero balancing issues
I've been screwing around with this Battle for Jaelinor idea for a little over a year and a half now, and haven't gotten squat worth of work done. I recently started playing DotA again, and I had an idea.. Maybe I could remake the Battle for Jaelinor into a MOBA like DotA, because I know my hero idea wouldn't get added into the next patch no matter how much I begged.
Original Plan Features:
-Relatively large map with autospawning creeps, and three capturable zones in middle, top left, and bottom right
-Orcs and trolls combined base (two ancients to kill, got scrapped almost before it was in the idea notebook
-Sun elves and Wood elves combined base in northeast
-capturing a base along the river produced additional creeps and acted as a 4th tower
New Plan:
-Keep the orcs v elves idea, but shrink the map, and make only mid capturable. This would speed up gameplay to a reasonable timeframe, and make a little more stategy involved (choosing between pushing middle to capture or top or bottom to get to enemy base easiest)
-throw out wood elves and trolls as units, but keep them as heroes, and fill the DotA roles of carry, nuke, disable, tank, etc.
-Make a talent/rune system that can go beyond items and skills to effectively improve one aspect of a character or fix their problems. For this I could make a few vendors for each side that sell different runes that when used are basically potions that last all game and can be tested for using the ingame trigger editor to amplify a skill by a certain amount.
A few hero ideas, 2 of which I'll put a little more detail for and let you guys decide if they are anywhere near balanced:
Big ent dude with tanking capabilities and maybe a channel aoe heal spell where he roots and channels or something;
Orc (maybe like blademaster or DotA juggernaut) with a ground slam, spinning whirlwind change, and possibly an on-dodge effect to attack the enemy;
Troll shaman support character with maybe a root and a heal to help get heroes out of sticky gank situations;
Elf shadow mage that leans toward nuking with some expensive high damage spells and maybe a demon summon and death pact combo to increase survivability
Fleshed out heros:
Maegwyn, the elemental archer:
Searing Pain- 20% chance on hit to inflict a dot dealing 20/35/50/65 immediate damage and and additional 20/35/50/65 damage over 5 seconds
Frost Arrow- 4/7/10/13 magic damage per level to each shot, slowing movement and attacks speed by 15/20/25/30% for 3 seconds(not sure how much mana per shot, thinking 7/8/9/10 as it levels)
Charged Strike- shoots a lightning enchanted arrow that deals 75/125/175/225 damage and stuns for 1.5/2/2.5/3 seconds
Ultimate was actually hard to think of, but here goes nothing
Arcane Barrage- fires arcane missiles into the air that seek out enemy heroes and deal 250/400/550 damage to all enemy heroes within 2500 range (anyone think 2500 is overkill?)
Morwyn, the dark hunter:
Drain life- Drains 15/25/35/45 health from the target to Morwyn each second for 5 seconds.
Shadow blast- Shoots an arrow of impenetrable darkness at the target, dealing 60/105/150/195 damage to the target. If Shadow Blast kills the target, Morwyn reagins half the mana of the spell and gains a buff that increases the damage by 5 the next time Shadow Blast is cast within the next 20 seconds, stacking up to 3 times.
Raise Skeleton- raises a skeleton for each charge of Shadow Blast that fights for Morwyn for 2 minutes. Skeletons have 100/135/170/205 health and deal 10-13/14-17/18-21/22-25 damage.
Death Sentence- Morwyn instantly kills target with less than 200/300/400 life and heals life equal to half the damage dealt to nearby friendly heroes.
Do the abilities of these two heroes seem balanced, or do you think there are a few things I should tweek (other than mana costs, already balanced all of them for these 2 heroes except for frost arrow)
I've been screwing around with this Battle for Jaelinor idea for a little over a year and a half now, and haven't gotten squat worth of work done. I recently started playing DotA again, and I had an idea.. Maybe I could remake the Battle for Jaelinor into a MOBA like DotA, because I know my hero idea wouldn't get added into the next patch no matter how much I begged.
Original Plan Features:
-Relatively large map with autospawning creeps, and three capturable zones in middle, top left, and bottom right
-Orcs and trolls combined base (two ancients to kill, got scrapped almost before it was in the idea notebook
-Sun elves and Wood elves combined base in northeast
-capturing a base along the river produced additional creeps and acted as a 4th tower
New Plan:
-Keep the orcs v elves idea, but shrink the map, and make only mid capturable. This would speed up gameplay to a reasonable timeframe, and make a little more stategy involved (choosing between pushing middle to capture or top or bottom to get to enemy base easiest)
-throw out wood elves and trolls as units, but keep them as heroes, and fill the DotA roles of carry, nuke, disable, tank, etc.
-Make a talent/rune system that can go beyond items and skills to effectively improve one aspect of a character or fix their problems. For this I could make a few vendors for each side that sell different runes that when used are basically potions that last all game and can be tested for using the ingame trigger editor to amplify a skill by a certain amount.
A few hero ideas, 2 of which I'll put a little more detail for and let you guys decide if they are anywhere near balanced:
Big ent dude with tanking capabilities and maybe a channel aoe heal spell where he roots and channels or something;
Orc (maybe like blademaster or DotA juggernaut) with a ground slam, spinning whirlwind change, and possibly an on-dodge effect to attack the enemy;
Troll shaman support character with maybe a root and a heal to help get heroes out of sticky gank situations;
Elf shadow mage that leans toward nuking with some expensive high damage spells and maybe a demon summon and death pact combo to increase survivability
Fleshed out heros:
Maegwyn, the elemental archer:
Searing Pain- 20% chance on hit to inflict a dot dealing 20/35/50/65 immediate damage and and additional 20/35/50/65 damage over 5 seconds
Frost Arrow- 4/7/10/13 magic damage per level to each shot, slowing movement and attacks speed by 15/20/25/30% for 3 seconds(not sure how much mana per shot, thinking 7/8/9/10 as it levels)
Charged Strike- shoots a lightning enchanted arrow that deals 75/125/175/225 damage and stuns for 1.5/2/2.5/3 seconds
Ultimate was actually hard to think of, but here goes nothing
Arcane Barrage- fires arcane missiles into the air that seek out enemy heroes and deal 250/400/550 damage to all enemy heroes within 2500 range (anyone think 2500 is overkill?)
Morwyn, the dark hunter:
Drain life- Drains 15/25/35/45 health from the target to Morwyn each second for 5 seconds.
Shadow blast- Shoots an arrow of impenetrable darkness at the target, dealing 60/105/150/195 damage to the target. If Shadow Blast kills the target, Morwyn reagins half the mana of the spell and gains a buff that increases the damage by 5 the next time Shadow Blast is cast within the next 20 seconds, stacking up to 3 times.
Raise Skeleton- raises a skeleton for each charge of Shadow Blast that fights for Morwyn for 2 minutes. Skeletons have 100/135/170/205 health and deal 10-13/14-17/18-21/22-25 damage.
Death Sentence- Morwyn instantly kills target with less than 200/300/400 life and heals life equal to half the damage dealt to nearby friendly heroes.
Do the abilities of these two heroes seem balanced, or do you think there are a few things I should tweek (other than mana costs, already balanced all of them for these 2 heroes except for frost arrow)
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