Yes, the reason why I set all the armor types to hero is to prevent it from ignoring the hero.
I will do balancing in the next version
I'll wait for further feedback.
The armor change is fine; it's mostly the damage change i'm really saddened about, to be honest. Anyway; we've finally got around to testing the version. The first really notable thing was the fact the damage types were changed -- as I initially assumed; this was to the detriment of the game. The folks I was playing with weren't particularly happy with the change, as it took alot of the interesting dynamics of team building to have a majority of damage types covered. It was just something that was really interesting, and it's gone now. 'Tis a real shame.
Anyway; we couldn't seem too many changes; sadly. Or if we did -- it was overshadowed by the damage change.
As for the new Hero... He's a bit of a mess at the moment; he
-definitely- needs a bit of work.
A few suggestion:
- Death Trigger (Q):
* Make the spell's instant kill be calculated AFTER the Blood Thirst (E) as opposed to BEFORE it. It's clear you tried to make the two synergize; but because the instant kill at 50% from Death Trigger is calculated BEFORE the Blood Thirst; this is lost -- making this spell rather lack-luster.
* I would also recommend buffing the Weaponcraft scaling.
- Blood Thirst (E):
* Buff the Weaponcraft scaling, 24 x weaponcraft is way too low to be actually effective.
- Death Ritual (W):
* Not very effective, to be honest. During the game, our Vampire only ended up using it once.
* This problem can be fixed by using the recommendation I have further down.
- Gargoyle (T):
* This ability is heavily flawed; it often bugs when more than one are used at once (accidentally or otherwise) and doesn't fit with the Hero, in my honest opinion.
* Swap this ability and the Death Knight's Omega; as Death Knight's Omega doesn't synergize with him particularly well, either. However -- I propose that you give the Gargoyles a (Spellcraft and/or Weaponcraft) scaling basic attack and a timed life (however; keep them invulnerable). And THEN give the Vampire Death Knight's Omega (the permanent reincarnation one) this would synergize REALLY well with the Vampire and make his Death Ritual (W) actually worth using.
- Item:
* Much as 13lackAce before me suggested; this item is really boring and isn't too special. The stats aren't even all that great for a special item. I recommend revisiting this item. I'll send you some item ideas via private message to keep them a surprise to other people; if you choose to use them.
I would actually heavily advise against changing the Vampire too much; really, in my honest opinion giving him Death Knight's Omega would make him ALOT better; but I don't believe it would make him particularly overpowered, especially with the cooldown that Death Ritual (W) has.
PS: I can agree with the Tauren Chieftain being overpowered. I would recommend either giving his ultimate a longer cooldown or reducing the damage dealt by the ultimate. I'll be entirely honest; I really love the fact I can cast his ultimate so much -- it gives him an interesting feel. So whilst it might be a little bias on my part; I would actually recommend just reducing the amount of damage dealt by the ultimate as opposed to lengthening it's cooldown.