Hero balance and spell idea thread! Give me your creative juice.

sidove

Member
Reaction score
22
Hi I've have a hero that i think is kind of imbalanced and I kinda suck at balancing heroes so is there anybody there who can help me balance him :)?

If you don't like the spells of the hero then you are gladly welcome to leave comments, feedback and ideas.

+rep for help and credits.

Name: Siah Fast Eye
Class: Dps/Agility
Model:http://www.hiveworkshop.com/forums/resource.php?t=125350&prev=search=satyr&d=list&r=20
Bakground:
Siah parents and people was killed by the humans and butchered like animals. For years Siah have been waiting for the right moment to strike, the right moment to revenge his people and family. He have been trained by the masters of stealth the kings of the horde and the archers of the undead. Now the only thing that remains in his soul is vengeance...
Abilities
Camouflage
Siah have been trained to move swiftly and silently and become a part of environment.
Required Level: 6
Ability type : Passive
Effect Makes the Shadowmancer get permanent invisibility when he enters any grass terrain. The invisibility feeds back in after 2 seconds.
Tactical Sense
Ability Type: Passive
Awares the Shadowmancer's senses making him deal more damage when attacked, have a chance to avoid attacks and get more movement and attack speed when attacked. |Level 1|r - 15 % chance to deal x2 more damage, 10% chance to avoid attacks and a 10% chance to get more attack and movement speed when attacked.|Level 2|r - 15 % chance to deal x3 more damage, 15% chance to avoid attacks and a 10% chance to get more attack and movement speed when attacked.|Level 3|r - 15 % chance to deal x4 more damage, 20% chance to avoid attacks and a 10% chance to get more attack and movement speed when attacked.
Required Level: 1
Boomerang
The Shadowmancer tosses a blade that deals damage to every enemy that comes in it's way. Low cooldown but a high mana cost and deals minor damage.
Ability Type:Active
Required Level: 8
Mana Cost 220
EffectThe Shadowmancer tosses the blade up to 1000 range dealing to all units that counters that blade 100 damage then return the blade to the hero also dealing 100 damage to all units that counters that blade.
Cooldown: 5 sec
Blade Embrace
Ability Type: Active
Required Level: 3
Mana cost75/75/80/100/120/200/200
Cooldown: 30/30/30/40/60/60
Backstabs an enemy unit dealing medium to high damage, the strike has a chance to disarm the enemy unit making it unable to attack but able cast spells .(Rank1 Deals 100 damage and gives a 5% to disable the target. |Rank 2|r Deals 200 damage and gives a 10% to disable the target.|Rank 3|r Deals 300 damage and gives a 15% to disable the target. |Rank 4|r Deals 400 damage and gives a 20% to disable the target. |Rank 5|r Deals 500 damage and gives a 25% to disable the target. |Rank 6|r Deals 600 damage and gives a 30% to disable the target. |Rank 7|r Deals 700 damage and gives a 35% to disable the target.
 

sjakie

Cookie Be Awesome!
Reaction score
127
Well, to truely balance the hero, we'd have to see all the numbers of the map its in. Still, I'll try to give it a shot (in the dark, that is;)).

Camouflage
Even though he only blends on grassy terrain, you could increase his blend time a little. 2 seconds is really fast. Look at Rikimaru from DotA, he has more than 2 seconds blend time and still annoys the crap out of you. Especially since this skill is not the heroes ultimate, I think it should be increased.

Tactical Sense
Once again, I dont know the rest of your map. If you'd be following DotA standards however, you should remove at least one of these effects. AND 15% chance for a good crit, AND up to 20% chance to dodge, AND 10
% chance to increase speed upon being hit is just to much for 1 skill.

Boomerang
This looks pretty ok to me.

Blade Embrace
You should drasticly lower the damage and make the disarm effect have a 100% chance (make it short though). That should make the skill more interesting AND balanced.:)
 

sidove

Member
Reaction score
22
I will change the camo spell and Backstab/ Blade Embrace spell but i think Tactical Sense is pretty Ok or what do you think?

Do you think i should remove it and add another?

There is a guy doing this spell for me
Eyes of Shadows (passive)
Every time a unit comes near in 500 radius of the Shaodwmoncer it has a chance to be paralyzed (when this is happening i want a lightning effect come from the Shadowmancers head and bind to the targets head) for X seconds. The closer the targets comes to the Shadowmancer the bigger chance is it to get paralyzed. But if the distance beetwen the targets then there is 0% chance to get paralyzed.
To spice it up a little bit (isn't needed but appreciated)
When the Shadowmancer have paralyzed 3 diffrent heroes without dying he get's X more movement speed and attack speed.

it would be like on of the ultimates an will be MULTI leveled. What do you think give me your comments :)!
 

Sajberhippie

New Member
Reaction score
30
Tactical Sense
Ability Type: Passive
Awares the Shadowmancer's senses making him deal more damage when attacked, have a chance to avoid attacks and get more movement and attack speed when attacked. |Level 1|r - 15 % chance to deal x2 more damage, 10% chance to avoid attacks and a 10% chance to get more attack and movement speed when attacked.|Level 2|r - 15 % chance to deal x3 more damage, 15% chance to avoid attacks and a 10% chance to get more attack and movement speed when attacked.|Level 3|r - 15 % chance to deal x4 more damage, 20% chance to avoid attacks and a 10% chance to get more attack and movement speed when attacked.
Required Level: 1

I don't know the rest of your map, but remember that in regular wc3, only the first effect is the same as Critical Strike on all levels. I'd decrease the effects to this:
Lvl1: 5% Damage x2, 4% dodge, 5% increased movement speed (no attack speed; DPS is already increased by critical strike).
Lvl2: 10% Damage x2, 8% dodge, 5% even more increased movement speed.
Lvl3: 15% Damage x2, 12% dodge, 5% fastest movement speed.

Or, I'd make it a straight defensive skill, with the following mods:
Lvl1: 8% dodge, 5% passive faster movement speed, 3% Escape chance
Lvl2: 16% dodge, 10% passive faster movement speed, 10% Escape chance.
Lvl3: 24% dodge, 15% faster movement speed, 20% Escape chance.

Escape chance is the following:
When the hero's life is below X% (10% I'd say), this has the above chance of triggering. When triggering, the hero teleports away 1000 from the direction of the attacking unit, and continues to teleport until outside 500 of any enemy units or he/she has teleported 5 times (in other words, max 5000 range).


Oh, and on the theme, I love non-damage spells and generally spells that aren't connected to a "stat" but rather have tactical value. A possible skill or side effect of a skill (such as the one above) might be "shadow walk"; the ability to do long-distance Blinks (single unit teleports) but only during night.
 
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