Originally Posted by NoThlnG
Ok, here are real review
1st Skill : Still too complicated. This is neither because code-ability nor for balance. But a complicated skill will be hard to be understood by DotA player especially when it comes to stacking, etc.
2nd Skill : New effect is good but controversial. You can actually "kill" friendly unit accidentally by taking damage. I think you should make damage from this skill non-lethal or completely change the effect
3rd Skill : Imba and the concept is too similar to slark.
Ultimate : Still, I don't like spell stealing don't care what slot it takes. If it takes first slot, skill like Bladefury or meathook will be powerful. If it takes second slot, skill like Elune Arrow, If it take 3rd slot skill like Maledict will be imba.
Synergy : No real synergy I found here. Needs improvement
Gameplay: Quite interesting.... I guess this part is already good.
Skill 1: I see...I think the knockback should stay however the blink, maim, and -armor effect should go.
So new skill will knockback units away, each hit reduces armor, and DoT.
This would undoubtedly make her a blink dagger hero, but that's fine as creating separation from heroes can make picking off heroes easier anyways which makes it perfect for her.
Skill 2: IMO I think it should be remade completely to something else since her ultimate already steals a spell anyways and her third skill shuts down agil heroes.
Skill 3: Trying to go for a an agility steal based skill ONLY. Slark steals from all stats, Undying only steals str, and Obsidian Destroy only steals int. All have in common of stealing small portions of stats, however the stats are kept for a long time.
So this one goes for huge stat gain for a short duration which I think should be reduced to 2 seconds or left at 3 seconds.
Ultimate: I think stealing spell in 2nd slot is fine. PotM's arrow? Good luck using that when the duration of hold this skill is 15 seconds and the casting range to steal the spell is 700 units. Also it would require 245 mana to even use as the spell steal requires 125 mana to steal a spell (I think 125 is too low, make it back to 150).
Here is some synergy:
Skill 1 + Skill 3: Skill blinks in destroy armor and gives each hit to reduce armor further. Skill 3 takes away ALL agil meaning unless that hero has armor items, they will probably have 0 armor due to 0 agil. Also the agil sap increases Elia's attack speed and attack creating further synergy.
Combine any of the two with her ultimate, and she'll be able to deal really deadly burst damage and with no hp regen for her enemy, two seconds is all she'll need to wtfpwn her enemy.
Skill 2 needs a change though as it's quite boring and doesn't make much since.
Originally Posted by NoThlnG
- The first skill is a bit too complicated with the armor per hit after she reappears. Why not just make it a flat number, like -4 at Level 4?
- The second skill is too imba. With this skill, a team wouldn't even consider buying a Pipe of Insight at all. Either let the allies get reduced damage from one source or give the link effect, but not all at once.
- I still think the skill is fine the way it is because it only lasts for a few seconds.
- I am still not sure about the ability to code this move.
Skill 1: Too boring, we already have too many of those and people kind of want a -armor per hit concept so here it is! And its not an auto-cast ability either.
Skill 2: Which is quite resourceful. It's like saying Shadow Shaman and Lion shouldn't have Voodoo because no one would consider using sheepstick.
Although I myself don't quite like either so eh, I want a change!
Skill 3: Cooldown should scale : 12/10/8/6 seconds. Duration: 2 seconds is what I think it should be.
Ultimate: Well if devour can steal spells and if Morph's old spell steal is possible...I'm pretty sure this could be possible to code.
Anyways as you can see, my review is kind of combined with reviewing other skills but overall here is what I think should change:
Skill 1: Remove maim, blink effect, and -armor. Keep the knockback, 20/30/40/50 DoT, and -armor per hit. Mana cost could be reduced to 120
Skill 2: Overhaul it...maybe make it a wide AoE blanket like skill where every skill casted in the area will do something. This would provide some synergy with the Ultimate if it ever steals a castable spell.
Atm I don't quite like the sharing the pain deal...too similar to fatal bonds despite the fact it's reversed.
Skill 3: Chance CD to scale: 12/10/8/6 seconds and Duration to a solid 2.5 seconds at all levels.
Ultimate: Make it back to 150 mana as it's pretty damn powerful...or atleast scale it like 110/130/150.
Will get back to you on that 2nd skill remake. I think these changes will improve the suggestion quite a bit if its made.