First up , Hi Trent
A small note generally, it would help a lot for clarity purposes if you added a little note to distinguish whether an area is defined by the radius or diameter - just something like 300r
to prevent confusion
Seems ok mostly, just seems like a very large AOE... reduce a little
maybe perhaps to match the ulti (600)
is needed regarding damage - does the orb itself do any damage? - is it just the same as an auto attack? etc.
--> considering he is an int hero and this deals percent based pure damage, i think that an increasing mana cost
is probably needed; i would say 15/20/25/30 seems like a good starting point
--> the AOE change over the levels is very minimal... (75 units total) you probably may as well just make it constant
- 250 or something. Also because there are already 2 other aspects of the spell that improve.
--> the magic immunity can make a big difference in lane early game, so i'd say a rebalanced cooldown
will help. i'd recommend 45/35/25/15 so mid-end game, there isnt much difference.
--> the mana cost seems a little low
for an int hero ulti... might just be me though (used to windrunner and her 400 mana ulti lol). Either the mana cost or the CD
need to be changed - both are near the low end for this type of spell but im not sure how much you should change it - you could even do both e.g. mana 200 -> 275, CD 50 -> 60
(final values obviously).
--> need to explain
its effect on turning
. Also clarify attacking for melee
-->clarify whether damage
is dealt over the duration, or when a unit leaves the field/the effect ends. Also is this the same as the ministun?
-->i know its annoying but more formatting (
) in the paragraph of explanation will help make it clearer:
--> like this
- or even this
--> a more fundamental issue for me is what differentiates the effect from firend/foe? i.e. is there any difference in the effect for allies and enemies apart from the damage?
I would suggest that it might be a good idea to find a way to differentiate friend and foe
; perhaps by enabling allies to turn while in the field or something... this would mean that the spell would be more useful in situations which aren't planned teamfights or ganks.
I think that just about covers it.
the last thing I will say is don't forget
that there is SO MUCH AOE HERE
lol; more than Pit Lord/Twin Head/Ancient Apparition and comparable to Tormented Soul. Not that this is a bad thing, just you need to be careful about how you balance