M0rbid:
Your concept has evolved to almost a nice ganker. Now let's create scenarios and evaluate them.
First skill:
Your jump skill already has a stun. Let's imagine that you start with the jump, stun them, and then you simply use this skill and slow them. A pretty powerful combination.
I considered giving a "negative armour bonus" instead of the slow, but I really think this build makes your hero a lot stronger and I kinda like. The tactical line is now very obvious. However, we can twik the ability. Instead of stealing 75 HP to each unit, why not make the HP that you steal dependant on the number of units surrounding you? Per example: The Sith lord gains 300 HP that steals from enemies near him. The HP that the Sith Lord gains is distributed in damage all around him. My words are not the best so I give an example. If you use the ability and have 1 unit near you, you gain 300 HP and the unit takes 300 damage. If you use the ability and you have 5 units near you, the hero gains 300 HP but each unit takes 300/5 damage. If you have 0 units near you, you gain 0 HP.
This is just an idea, you are NOT forced to use it. The purpose of this suggestion is making your hero more 1v1 based and more balanced in team fight, although balance won't be much of a problem with your current build.
Second skill:
Let's now try to initiate a battle with your second skill. The enemy will see you are pulling them, so their immediate reaction will be -> kill the guy. Chances say you will never finish your channelling because you will be focused. The problem with channelling abilities is that they put a marker on your head saying "kill me" and they make you extremely vulnerable. I suggest another type of implementation, making this ability instant would be perfect. You can make the distance pull depend on the current mana of your hero, so great distances always require great amounts of mana. This way the ability is balanced and you are more powerful / faster to control. Other ideas are sending a widget into a position and then, when you use the widget, the target is pulled back.
Ultimate:
Not bad at all. It helps you to be a very good initiator and a even better ganker. However ... Having in mind it is a Sith Lord and that Anachron has a projectile system that is imba ...
I suggest something a little bit different.
- The Sith Lord creates a force field around him that slows enemies (or stops them) for X% and slows all incoming projectiles (or stops them) for Y%. When the force field ends, all projectiles go in the opposite directions and hit the owners.
It can be channelled (because it can be extremely strong) or instant as you may wish.
Even if you refuse this idea, I would like you to considerate using Anachrons projectile system. If the team has resources, then why not use them?
Just a thought.
Hope you like the feedback and constructive criticism.
Debode, I may see your hero later. It's not a promise, I am a busy person, and besides M0rbid gave me rep++ so his one level above you in the stack
