Ok ... I have lot's of things to say so ... let's start with m0rbid, my first client
M0rbid hero
Changes: I like the overall new tactical line of the hero. It is so simple and direct that it risks being OP, but we can change that with some balance tweaks. I really think people are going to like your hero once it is done. Why? Let's think on some tactis:
- You can initiate with jump, and use ulti. After that everyone will focus you (because you are an initiator) but there is no problem because you will suck their life and make them easier to kill. When the enemy tries to escape from the field, you push him back. All 4 skills perfectly tuned.
- You can also push the enemy back to you, and ultimate him after. This way you are being a strong ganker, slowing the enemy and protecting your team from enemy fire (including tower fire). If the enemy outruns you, you can catch him by jumping.
You wanted a single killer, and you got a lot more than that.
Skills:
1 - This skill is quite nice and will help you and your team to finish enemies faster.
However this skill is unbalanced. Why? Let's make an example: Imagine that you jump into a battle, and you are surrounded by 6 units (not hard to achieve). You then use the ability and you gain ... 75 * 6 = 450 HP, from a skill that is not an ultimate. There are several ways of balancing this skill:
1.1 - reduce the damage dealt and hp gained
1.2 - apply my suggestion for the spell (present in my last post)
1.3 - Handicap the ability. All enemy units near the hero will take 75 damage, BUT the hero can only be healed by a max of 300 HP (per example).
As for the armor, I suggest you make the reduction a little bit smaller. 15 armor is a lot and to prevent Beta testers from having this issue I advise a max value between 7 and 10.
2 - I don't understand the tooltips. It gives me the idea that your spell is channelled, when it is not. I would recommend something like this:
Level L - Pulls the enemy target from a maximum distance of X. The manacost is D(distance) * K(constant) and it stuns the enemy unit for D * C(a different constant. I suggest you make the stun depend on the distance of the unit. Close units to the hero have a small C value, while units far away have a big C value).
3 - Reduce the duration of the stun. No stun should ever be greater than 3 seconds. Also, what if you land on the top of an enemy unit? You just share your collision size with it? I had a spell like this, and to solve it I decided to show an error message saying "Cannot jump in that place". You can also knockback the units you land on, however if you do it, it must be a very small knockback because we don't want to help the target running from you, we want to kill him.
4 - well, the ultimate description has several typos. It should say something like:
The Sith Lord uses his force to slow all his enemies in a range of 700 by casting a force field. Enemy ranged attacks that hit the outside of the field return to the attacker, dealing half damage. Spells that are cast from outside into the inside of the field are blocked.
You also speak of "frozen units" !?
The ultimate will be quite powerful as it is right now, making you a fearsome enemy. Empowering your abilities even more may not be a good idea. This ultimate will force the enemy team to retreat or it will force the enemy team to enter the force field. Ultimately you could add something like: Units that pass the force field are knocked back (thus preventing the enemy from leaving it or entering it) but this would be totally unbalanced, as it would separate teams without giving them a chance to retaliate.
Btw, you should also let us know how much slow the enemies will get.
Now, you need to get some pretty icons like Debode did (since I don't have wc3 installed I can't help you with it) and remember that the team will give priority to heroes that don't use imported icons and to heroes that use hidden content
(iirc).
After fixing this issues, is time to search for some FX models, and I have some in mind.
Still, everything with time, you have work to do before that.
Debode hero
OK, I like the changes on the first look. Let's see it now.
Abilities:
1 - It is definitely better. However in fast passed games like in HoN / Dota, 6 seconds slow without moving means death. To fix this problem HoN has a maximum "trap" duration of 3.75 seconds (and so does Dota iirc) but the stuns are channelled. Having in mind we don't want the ability channelled, I suggest you reduce the maximum duration to 3 seconds. AoS games are won using burst damage, 3 seconds is more than enough for a gank and for a kill. As for mana regeneration I believe you mean that "the hero loses mana over time" which is OK because if his allies de buff the enemy he will still have mana.
2 - I am happy to see you liked the "lament" icon. As for the ability itself ... I am almost sure that trolls can't blink. My suggestion? Make him jump using a frontflip or backflip. It is just a suggestion for the lore, (troll have a front flip animation iirc) so it is nicer. This suggestion however has all the cons a jump ability have (it is not instant like a blink, and when you land you need to check the collision size). Also, the 1.5 attack bonus should not be static. To encourage people using it should evolve with the level of the ability (level1 gives 0.3 bonus damage, level2 gives 0.6, lv3 gives 0.9, lv4 gives 1.1 and lv5 gives 1.4 -> remember that with 1.4 extra damage you are dealing 140% bonus damage, which is more than twice of your attack. You should also lower the numbers).
3 - Good to see you have a nice axe not imported icon. As for the ability, it was nerfed but it is still to strong. Let's see, you deal 150 bonus damage then you apply -6 bonus armor. Then your target will take 25*15 = 375 damage over time (which can be amplified by the -6 armour), make a total of 525 damage + amplified damage. This is extremely high for any unit. My suggestion? Remove the damage over time, 150 damage plus -6 armour plus having in consideration your other skills, is more than enough to kill an enemy.
Suggestion? Well, you could do something like "It makes a flurry of X attack". Basically, your hero would gain X% bonus attack speed for Y number of attacks (that stack with the ultimate btw). All attacks deal normal damage. This technique is used in single player RPG's (like dragon age) and it is designed to kill enemy units ASAP.
4 - The icon is simply beautiful, a very good choice for an imported icon. As for the ability itself, there is no doubt it is overpowered. You should reduce the bonus speed to 200% max (because in wc3 units can not go beyond 522 movement speed). Having in consideration that you will also be taking an extreme amount of extra damage, I suppose that balances the ability.
Now, the thing with this ability is that sometime you will not want it activated for 30 seconds, but for less. Instead of being an instant ability, you should allow the player to deactivate it whenever he wants. You can use immolation spell to achieve this and turn the ability into a mana draining ability. Another suggestion is to make this ability "sustained" ( I plan using this on some heroes). What is a sustained ability? Well, I will explain the difference between draining abilities and sustained. A draning ability drains your mana over time. A sustained ability simply reduces the total amount of mana available to use. If you have 1000 mana, using a sustained ability that costs 200 mana, will make your MAX mana pool be 800 instead of 1000. When you deactivate the ability your pool grows back to 1000 again.
Although you don't have as much mana to use, you won't lose it that fast either.
You also need to add cooldowns to your abilities Debode. And please, if you update your concept, post a link on this thread like M0rbid does. It makes my job a lot easier.
Few ... now this was a big post ... I need to go now, cya guys.
EDIT EDIT EDIT
Hey Pheonix, I know my concept isn't finished as I still don't have a bio for it, but could you review my spells so far?
If Septimus promotes me I will have little choice. however, in the meantime, I am sorry but I can't do it. I have to finish helping m0rbid and debode, and then I still have xerxes and septimus on the list. You will have to wait a few days for your turn.
EDIT EDIT EDIT
Add more suggestions to debode's hero in skill 3.