For what is probably like the 100th time, i am back to working on this. I had a problem with the design of the map which is why i haven't pushed through anything new.
Rather than farting out new heroes and waves like there's no tomorrow, my new focus is on reworking all heroes. Currently, heroes learn their [Q], [W], [E], [R], [F] and [G] level 1 abilities at Hero Level 2, 3, 4, 5, 6 and 7 respectively, and these abilities gain an extra level on Hero Level 8, 9, 10, 11 and 12 ([G] has only 1 level). I found this design problematic for balancing as increasing ability level often led to power creep in Heroes, which resulted in me bloating up the health and armor of later waves. Increasing the ability level was one way to increase mana costs of spells to combat high mana pools later on. Game play with each hero became a bit static, and after playing a few different hero-based games, i have come up with a new design.
Heroes will continue to learn their 6 abilities from Levels 2 to 7, but rather than simply leveling up in power in a boring way from Levels 8 to 12, I have added a "talent" system (which is similiar to any other kind of talent system you'll find in games). This is designed to accomodate styles and make heroes more adaptive depending on solo or team play. So currently my plan is to rework the heroes by scaling back their abilities, redesign if necessary, and to create 1 talent for each ability.
So far i have reworked Cairne (he had to be done first due to a limitation in my hero indexing sytem

) and i am interested what other people think of the system.
His talents are:
- Shockwave:
- Forcewave: Shockwave stuns targets for 2 seconds.
- Powerwave: Reduces distance by 33%, but increases damage by 50%.
- Invigoration: Heals the caster for 12% HP.
- War Stomp:
- Knockdown: Increases stun duration by 1.5 seconds.
- Booming Stomp: Increases area by 33%.
- Endurance Aura:
- Fleet: Increases movement speed by 5%.
- Vigor: Increases attack speed by 10%.
- Influence: Aura is global.
- Spirit Link:
- Communion: Area increased by 100%. If the group is below 20% health, heals them to 20%.
- Fortified Spirit: Armor bonus duration increased by 2 seconds.
- Reincarnation:
- Eternal: Cooldown reduced by 33%.
- Tremble: Upon Reincarnating, slow enemies in the area (doesn't work yet)
- Ancestral Healing:
- Resurgence: Target is healed again after 8 seconds.
- Guidance: Mana cost removed.
Intelligence now gives much less mana per point, but to compensate all heroes have 250 base mana (may change) and higher base mana regen.
I will attach the new version later for testing (all other heroes have been removed from the selection pool).