Massive feedback incoming!
Dear nargaque :
First off, I'd like to say that I really enjoyed this map a lot, the heroes are mostly original and their skills are lots of fun ^^.
Of course, this being a beta means that there are a few rough ends that need smoothing, I'm going to state what I found here :
Balance :
I'm going to say that balance is mostly decent but there are a few culprits that really break balance and they are :
1. Kotaka, The Destroyer :
Right, nothing special about this guy stats or skill wise - except for a wee bit of a slight problem. His curse skill.
The tool tip claims that it amplifies incoming damage by 30% but it's actually a lot more than that, I'm assuming 300%. In a 1v1 with a friend of mine who was trying out destroyer, he had a max damage of 150 (items included) and with Orb of annihilation, this makes for 250 damage. I was playing Drixxel, elven hunter.
He cursed me and then fired one shot at me - my current HP at that time was 900 btw - I instantly died! A test turned that the damage dealt was 1.1k - O.O?
2. Drek'Thar', The Far Seer :
This guy's skills are just way out of whack - I'm talking about Far lightning and Ether bomb in specific. They're far too good - map-wide nukes? That's crazy!
It would've been fine if it only affected enemy creeps or heroes, but no, both spells hit neutral creeps and neutral creeps give LOTS of gold in general.
The result? A very well-feeded Far Seer winning the game singlehandedly.
3. Earthquaker, The Tauren.
I'm really not very sure that this guy is 'fine' compared to other heroes, he also suffers from the Drek'Thar syndrome - His global stomp affects neutral creeps.
4. Ober, The Helicopter :
His skills are possibly way too good for what they are, Auto gunships maxed at level 5 will deal 16x5 damage - that's 80 damage++ (without having to stop, mind you - can hunt running heroes this way indefinitely. - works when stunned too^^).
Lift off is a very, very good escape skill due to it's mini-map dot removing capabilty and massive speed boost.
unload gunner makes a gunner with good stats and low cooldown
Hyper-dimensional wrap is quite evil and at level 4 it has a mere 60 seconds cool down - highly abuseable.
All I have so far
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Skill-related bugs :
1. Destroyer's Curse (see above).
2. Fearoth's (doom guard) Demonic charge - if the enemy keeps running, fearoth will keep charging at max speed and magic immunity, getting hits in but not able to stun until the enemy stops in their tracks before fearoth hits them.
3. Duran's (Ghost) nuke can cause a massive mini-base ownership bug if it was used on a friendly base's tower and killing it - resulting in a "deny".
When that happens, the base "ownership" gets transfered to a possibly random? player on the ghost's team.
This gives you the ability to select structures and train creeps from there, the ability to control the 2 extra spawned super-creeps and makes the enemy unable to capture the base - They will be able to kill the tower and turn it into their side but all the structures won't change ownership, this includes the teleporter.
4. Again, globals affect neutral creeps - netting a ton of money.
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Items :
1. I personally think Armor ++ items are way too cheap - quickly negates the usefulness of physical attacks.
2. Periapt of vitality and Khadagar's Gem of Health are not cost-effective. The end result of Essence of Azune and Heart of Searinox aren't very effective either.
Let's do a little comparison here :
A Maul of strength, 10+ STR costs 700 total gold : 150+450+100 = 700. This adds 210 HP to our hero and a hp regen of 0.60 as well as 10 additional damage if our hero is a STR-based hero.
Periapt of vitality only adds 150 HP and costs 600 gold, we don't get extra HP regen nor extra damage. If it got upgraded into khadagar's, which is 800 gold - we end up with 1400 gold wasted.
The price of two mauls, adding 1.20 HP regen, 20+ damage (if str based) and 420 extra HP - we can later save inventory space by turning them into a Horn of Strength, working our way towards crown of kings II.
3. Mindstaff is possibly also too strong on Int-based heroes. For a mere cost of ~4300 gold, we get 75+ damage, 400 mana and 200% mana regen - That's pretty killer early mid-game!
4. Overall, late game items aren't much aside from orbs - gets a bit bland y' know?
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That's all from my side, Here's a comment by a player :
"I think the game is too focused on heroes, heroes become strong rather quickly and creeps quickly become useless - they don't upgrade fast enough to keep up with single heroes slaughtering every creep in their path for breakfast. Game becomes a hero-arena as a result of this."
Note that the game that player was in had short mode enabled.
Last words :
Finally, the map has very high potentional, very fun to play and rather easy to get players to join the game due to the name having a funny ring to it - more than half the players join the game asking "wtf is smota?"
..... Although I do think the full name is rather cheesy =). Also, every game just HAS to have a player picking ghost - A real noob trap I tell you.
Phew, that was one long wall of text.