Tower
The tower purchasable from the castle needs to be messed with a bit. The way it is right now, it is overpowered for a little while, but then completely useless. It needs to be adjusted so as to be useful anywhere from early to mid-game. I can understand not wanting it to be an effective end-game structure, because that's what the towers from the legendary shop are for. Still, I think it would be neat if the Tower from the castle was changed a bit.
I'm thinking, have its name stay "Tower" all the way from start to finish, but simply have the ability to upgrade into a more powerful tower which gains stats. For here, I'm going to call them "Level 1 Tower" and such, but in-game it would be smooth for it to stay "Tower" from beginning to end.
It should start out as a cheap tower purchasable from the Castle for a mere 5,000 gold. It would have:
Level 1: 5,000 gold (5k Total Cost):
-10,000 Health
-50 Armor
-150 Damage
-700 Range
-1.00 Fire Rate
Level 2: 10,000 gold (15k Total Cost):
-30,000 Health
-100 Armor
-400 Damage
-750 Range
-0.85 Fire Rate
Level 3: 30,000 Gold (45k Total Cost):
-90,000 Health
-200 Armor
-800 Damage
-800 Range
-0.70 Fire Rate
Level 4: 50,000 Gold (95k Total Cost):
-150,000 Health
-400 Armor
-1,500 Damage
-850 Range
-0.55 Fire Rate
Level 5: 80,000 Gold (175k Total Cost):
-250,000 Health
-600 Armor
-3,000 Damage
-900 Range
-0.40 Fire Rate
This would make the tower reasonable from early to mid-game. It would still be pretty much useless late-game, as it's supposed to be, but at least players would be able to enjoy it for a while until reaching that point (unless you're playing on easy difficulty, then it might still be useful).
Omega Ability Acquisition
You should have it triggered to give the person the ability and remove the item when the right person -attempts- to pick up the gem, so that they don't have to drop something first, sort of like what you're doing with recipes.
Great Castle Upgrade
The "Upgrade Great Castle", costing 20 diamonds per upgrade, available after you've used the castle key, doesn't actually increase the armor. The armor is perhaps the most important part of the upgrade, so fixing that is pretty important.
The Great Castle's damage is already pretty extraordinary; what it really needs is a defensive boost, as the infernals on the last wave, especially on higher difficulties, can still kill the castle pretty much instantly. I think you should reduce the damage bonus of each upgrade from 5,000 down to 3,000 and increase the health bonus of each upgrade from 30,000 up to 50,000.
Helmet of Strength, Alacrity Blade, and Mage Wand
These are all pretty weak, and are only bought for being used in recipes. While the Mega Ring, for 12,000, gives +50 armor, +15 regen, +30 all stats, and +25 Wisdom, for 12,000 gold, the Helmet of Strength, Alacrity Blade, and Mage Wand, for 12,500 gold each, give +50 to their corresponding attributes. I believe this bonus should be increased to +75.
Wizard Robe and Giant Belt
This isn't too big of a deal, but I told you about this a long time ago, they're still buying for 300 gold and selling for 350 gold. I assume you originally intended for them to cost 700 gold, just like the Agile Boots.
Peta Ring
I know I asked you earlier to raise the price of the Peta Ring from 40 diamonds to 50 diamonds, but I don't think that was enough.
The Peta Ring is still pretty overpowered. Let's take a look at what it actually breaks down into; the +1000 all stats, combined with the other bonuses. It doesn't say what the actual regeneration bonuses of strength and intelligence are, so I'll assume they're the default of 0.05, which they probably are.
1,000 Strength, Agility, and Intelligence breaks down into:
--1,000 Damage
--25,000 health
--50 Life Regeneration
--Maxed Attack Speed
--200 Armor
--15,000 Mana
--50 Mana Regeneration
Add that to the other bonuses of the Peta Ring, and you have:
+1,000 Damage
+25,000 Health
+150 Life Regeneration
+Maxed Attack Speed
+1,200 Armor
+15,000 Mana
+50 Mana Regeneration
+1,000 Weaponcraft
+1,000 Spellcraft
+1,000 Capitalism
+1,000 Wisdom
That, for a pricetag of 50 diamonds and 178,450 gold, plus the effort of putting the items together, is still massively overpowered. I advise reducing the armor bonus to +500 (down from +1,000) which, including the agility armor bonus, would be +700 (down from +1,200) Right now, nobody buys the Guardian Cuirass, because it gives +1,000 armor, which is actually less than the current Peta Ring. Reducing the Peta Ring's armor bonus from +1,000 to +500 will kill two birds with one stone: Balance the Peta Ring, and return usefulness to the Guardian Cuirass.
Don't think I'm complaining, either; I love the Peta Ring, it's my favorite item in the game, I'm just admitting that it's still overpowered.
Eye of Unknown
The Eye of Unknown is drastically underpowered. It costs 70 diamonds to finish, for a total bonus of +900 to all crafts. Think about where heroes are by the time they could complete such an item; by that point, its craft bonus would be rather small. In fact, it's smaller than the Peta Ring's bonus, and the Peta Ring even comes with all sorts of other things.
The Eye of Unknown should have its All Craft bonus drastically increased from 300/600/900 up to 650/1300/2000. Sure, those might sound like big numbers, but when you consider the colossal cost of the item, that's where they need to be.
Almost All +Crafting Items
Another thing I want to talk about is how drastically weak the other crafting items are. A player will naturally end up with, depending on their character, including necklaces (which everyone pretty much automatically has to use) but ignoring other gear, between 5,000 and 20,000 to their primary crafting skill, while they tend to naturally have around 1,000 to their primary attribute towards the end of the game. As you can see, crafting skills increase drastically over time, because they are responsible for abilities. So why would anyone pay 20,000 for an item that gives +40 to two different crafting stats (of which they usually only need one) when they could spend 12,000 on a Mega Ring for a total of:
+30 Damage
+56 Armor
+16.5 Life Regeneration
+750 Health
+450 Mana
+60% Attack Speed (Assuming you're using the base attack speed constant)
+1.5 Mana Regeneration
+25 Wisdom
20,000 is a lot of gold. +40 to a couple of different crafting stats is nowhere near enough of a bonus to be at all worth it, because +40 is hardly any crafting at all by the time a person can afford it.
I suggest adjusting all of them. One problem is that they are very annoying to build manually. Manually, their costs vary between 8,000 and 10,000 gold, but all of the instant ones cost 20,000, which is huge, considering that an instant Eye of the Apocalypse, which requires all 4 of them, plus 8,000, for a total of 88,000, to make, costs 40,000 to instantly complete. The Eye of the Apocalypse is appropriately priced; the problem is that the other eyes are significantly overpriced. Reduce the instant cost of the four different +40/40 eyes from 20,000 down to 10,000, which is slightly more than most of them cost to build manually. You should also buff their bonuses from +40/40 up to +60/60 (for example, buffing the Eye of Scourge to +60 Weaponcraft and +60 Spellcraft). They would still not be very good, but at least they would be closer to being useful. The cost to upgrade a normal Eye should be reduced from 20,000 to 10,000. The upgraded versions of normal eyes should give +120 and +180.
The Eye of the Apocalypse is pretty close to balanced; it would only need a slight buff, up from +100/200/300 to +130/260/400 to all crafts.
I know these bonuses might sound overpowered, but they're really not. Consider the enormous cost of building these, and consider how high a person's crafting stats would already be by the time they completed their eyes. You want these eyes to be useful items, right? Not just decorations. Even with their new stats, I would still probably never use them, so they definitely wouldn't be overpowered, they would simply be a little bit closer to actually being useful. Right now, they're pretty much useless, and only new people who aren't paying attention to what their stats already are bother to buy them.
Potions
The potions all need to be messed around with a bit. The way they are right now, some of them are never used, and others are completely overpowered.
The specific-amount (earlier) potions are pretty overpriced. Nobody ever uses them, because why spend so much on those potions that restore such small amounts when you could just buy equipment that would be much better? Additionally, these amounts are so small that all of them are early game, while I think it would be better if they ranged from early to mid-game. The mana potions already replenish much less than the health potions. By making them cost so much more, you make it so that people would never bother to buy them. I'm going to suggest pretty much a complete overhaul of the prices and stats of the potions, both to balance them and make them useful, as well as to spread them out between early and mid-game. The Large Replenishment potions, which fully restore a character's health and mana, need to be significantly more expensive. The way it is right now, you can be completely invincible just by stacking a bunch of them, which is easy with their current price being pocket change late-game. All numerical potions should have a very short 2-second cooldown, while full health potions should have a longer 10-second cooldown. The rebirth potions also need to be adjusted, to make the first two have longer effective lifespans (meaning, how far into the game they remain useful), and to effectively price the third one.
First HP: 100 gold for 500 health. Second HP: 350 gold for 1,500 health. Third HP: 1,200 gold for 5,000 health. First MP: 100 gold for 300 mana. Second MP: 350 gold for 1,000 mana. Third MP: 1,200 gold for 3,500 mana. First Rejuvination Potion: 200 gold for 500 health and 300 mana. Second RP: 2,400 gold for 5,000 health and 3,500 mana. Third RP: 10,000 gold for full HP and full mana. First Rebirth Potion: 750 gold for 1,500 health and mana. Second Rebirth Potion: 3,000 gold for 7,500 health and mana. Third Rebirth Potion: 10,000 gold for full health and mana.
Ultima Sword and Mjolnir
I put these together because I'm going to suggest swapping some things somewhat.
The Ultima Sword is a legendary item for 45 diamonds. One of its bonuses is +100% attack speed. It's a nice item, but that particular bonus is absolutely useless, as anyone who has 45 diamonds has already maxed their attack speed from agility, especially after also getting the +150 Agility bonus.
Now, before I bring up what I think you should replace it with, let me explain why, first: A hammer smashes. It hits one guy. Think about it, if you were hitting somebody with a hammer, it's only hitting that guy, it's not going through him and hitting other people. When you slice with your sword, it's actually possible that it could slice multiple people. That's the realistic approach. The balance-wise approach is that the sword is clearly meant for damage-dealing, while the hammer is meant somewhat for damage dealing but primarily for a "best defense is a good offense" sort of thing, helping you tank by stunning your opponent. As such, I believe that the cleaving attack should be taken off of the Mjolnir and given to the Ultima Sword, and the Mjolnir should be given a (triggered) 8% chance on attack to Thunder Clap (which would deal, say, 5,000 splash damage to nearby enemies and slow their movement and attack speed for a few seconds). I know that 5% sounds kind of low, but keep in mind, by the time people are using legendary items, they've all maxed their attack speed and are hitting roughly 3 times per second (depending on the hero). The Thunder Clap's effect should last for 3 seconds, so during those 3 seconds, they've attacked 9 times; we want to make sure that Thunder Clap is something that happens often, but not enough to permaslow everyone; we want there to be some short gaps in between gaps, even if only for mere seconds.
These changes wouldn't make anything overpowered, but they'd be fun and would make more sense for both weapons, as well as fixing the Ultima Sword's useless attack speed bonus. Nobody likes it when their item gives something that doesn't help them at all.
Godlike Items
The secret godlike shop is a neat feature, but the items in it are extremely overpowered, to the point of breaking the game. I understand, you have to do a lot to get them, but they are still massively overpowered.
First off, I think their costs should be increased from 150 diamonds up to 300 diamonds. People, such as myself, sometimes end up with quite literally well over a thousand diamonds, even a few thousand sometimes, and we need something that costs a massive amount, not simply a little bit more than legendary items.
Secondly, they're massively overpowered. I understand, they're supposed to be strong, but these are just ridiculous, a single one of these is enough to pretty much automatically win the game, which shouldn't be the case, otherwise players would simply start focusing on getting one of these as their sole objective, and then have a guaranteed win upon getting one, without any challenge whatsoever.
They should be significantly weakened. Keep in mind that a 50% chance to deal 25x damage is the same as dealing, on average, 1300% damage ( 1/2 (100% + 2500%)).
The Developer's Epic Sword should have its stats reduced as:
+5,000 Damage (Previously: +5,000 Damage)
+25% Chance 20x Critical (Previously: +50% Chance 25x Critical)
+2,000 Strength and Agility (Previously: +2,500 All Stats)
No Craft bonus (Remove previous +15,000 All Crafts)
+100% Cleaving Attack (Added, not part of previous item)
Requires:
-Ultima Sword (Legendary Item) (Not previously required)
The Multiversal Eye should have its stats reduced as:
+20,000 All Crafts (Down from previous +50,000)
Sees all hidden secrets (Not previously an attribute of the eye, this would be added as it would then become an upgrade of the other eye)
Requires:
-Eye of Unknown 3
I noticed that you wanted some new godlike items, so I'll pitch in some ideas. You can change the descriptions, of course, but I figured it'd be neat, since the sword was known as the "Developer's Sword", with the "power of the developer", if the other items were possibly attributed to other people who have provided a lot of support for the map with contributions or feedback in the past, such as HayeteRein, and oldmilk. For the one that I name after myself, I'm going to reference my bnet name, TLI-Inferno, rather than my hiveworkshop name.
New Godlike Items - Keep in mind that, just as I suggested increasing the prices of the other godlike items to 300 diamonds, these items would also cost 300 diamonds.
Infernal Stone
Formed in the same depths as TLI-Inferno, the Infernal Stone shares a direct link of power, granting the user:
50,000/s Active Immolation with 1,000/s mana drain.
Spoiled Milk
The essence of oldmilk, the self-replenishing container has the power to unleash a deadly chemical weapon.
Spoiled Milk Bomb (You would base this ability on acid bomb): Deals 20,000 damage to the primary target and 10,000 damage to nearby targets per second and lowers their armor by 50 for 10 seconds, with a Cooldown of 20 seconds.
Exa Ring
With this on your finger, you'll feel as if you're wearing the wedding ring that marries you to Power.
+1,000 Armor
+1,000 Life Regeneration
+5,000 All Attributes
+5,000 All Crafts
Requires:
-Peta Ring
Skamigo's Key
This key, when used inside of the Great Castle, unlocks the protection of the original creator himself, giving it a 99% to completely block damage from attacks.
I know that might sound overpowered to you, but an army of Infernals on the maximum difficulty can kill the current "Great Castle" instantly, even when it's maxed out on upgrades. Even with 99% evasion, it would still more than likely die in a few seconds, so this key wouldn't be overpowered at all; it would simply give people a bit more of a chance, so that when they see how much damage the infernals do when they're summoned, they have a chance to divine shield the castle before it dies.