Hi All,
Been pondering this one for a while but I can't come to any solutions so I thought I'd get some new opinions.
So basically my map is a "defend the building" kind of map where you have various heroes to fit different roles in different ways (tanks, casters, dps, mixes). I have been adding Raid Bosses to the map as the map is highly dependant on loot from enemies, and you would get epic loot from the Raid Bosses.
So my situation, one hero in particular is overpowered, he is based on an old character from a different map of mine and he's been toned up to fit in this new map. But the problem is that he is built to have infinitely scaling Strength while his Agility infinitely de-scales, making him the perfect tank but useless on his own. Now in the normal rounds he can get overwelmed and therefore die that way, but in Raid Bosses this doesn't tend to happen, I built an aura for the Raid Bosses to help take down tanks but that just makes him stronger because of his ult. Now I'll write that down as that's what I need to rework, to make it stronger for normal rounds but weaker vs Raid Bosses.
I know this Ult sounds a bit mental but that's how the map is intended really, crazy abilities that do make sense (generally...). So if anyone has any suggestions for changes or a rework it would be much appreciated!
Been pondering this one for a while but I can't come to any solutions so I thought I'd get some new opinions.
So basically my map is a "defend the building" kind of map where you have various heroes to fit different roles in different ways (tanks, casters, dps, mixes). I have been adding Raid Bosses to the map as the map is highly dependant on loot from enemies, and you would get epic loot from the Raid Bosses.
So my situation, one hero in particular is overpowered, he is based on an old character from a different map of mine and he's been toned up to fit in this new map. But the problem is that he is built to have infinitely scaling Strength while his Agility infinitely de-scales, making him the perfect tank but useless on his own. Now in the normal rounds he can get overwelmed and therefore die that way, but in Raid Bosses this doesn't tend to happen, I built an aura for the Raid Bosses to help take down tanks but that just makes him stronger because of his ult. Now I'll write that down as that's what I need to rework, to make it stronger for normal rounds but weaker vs Raid Bosses.
Passively grants stacks of Hunger of time, granting more stacks at lower hit points.
Can be actively used to bite an enemy land unit, dealing damage equal to the casters missing hit points plus an amount based on his stacks of Hunger.
Additionally kills made heal the caster for the target's maximum hit points, grant him a permanent Strength bonus that increases with missing hit points, reduces Agility by 1 and sets his Hunger to 0.
Can be actively used to bite an enemy land unit, dealing damage equal to the casters missing hit points plus an amount based on his stacks of Hunger.
Additionally kills made heal the caster for the target's maximum hit points, grant him a permanent Strength bonus that increases with missing hit points, reduces Agility by 1 and sets his Hunger to 0.
I know this Ult sounds a bit mental but that's how the map is intended really, crazy abilities that do make sense (generally...). So if anyone has any suggestions for changes or a rework it would be much appreciated!