Originally Posted by Soulfly
Over time there has been a thousand suggestions of skills that make players lose control/take control over other heroes. It doesn't fit in DotA.
Have you ever imagined a hero like invoker would ever be in game? I honestly didn't
A game that has a vast opportunity for its player, a game which you can pick a little suicider, or a strong disabler, or even someone that becomes a night killer can obviously allow a hero that plays mind games
Originally Posted by drogirant
I like unique heroes like this.I'll try to give my review later this week. GL anyway
Thank you very much!
Originally Posted by CoGGii
I really like the concept. At first I was like WTF this is random overpowered shit mixed together in a gay looking hero but then I read the synergies!
I like the idea of removing sight and then abusing it with the enemy attacking himself, although mindcontroling is just way too imba. There are many good ideas for skills which are sadly not so brilliant in DotA and this is one of them. Attacking himself means that he also can't move, can't cast any spells, etc. Also with a chance to block it, it's still too overpowered. I could also make a spell which deals 1500 pure damage but has 50% chance to get blocked, it's still too imba if it hits.
Rework the mind controlling abilities and Body and Mind, which I don't understand at all?
Well, i really don't think Mind Control is that overpowered cos it has a distance limit your "slave" can get, which is very short (1500 with aghanim at last level - first level is as short as sniper's attack)
And yes, I've been studying Confusion and it needs to be rebalanced
Body And mind is like TC's Ancestral Spirit, but it will do everything you do (as opposite to tc opposite movement, etc) and can be "controlled" to go wherever you want (but also has a distance limit) and will cast every ability you cast causing different effects as you can read the other skills
Originally Posted by h0vSa
A 5 seconds disable that also damages the targeted hero, all at lvl 1.
Also does this make the hero an "enemy" unit to all others, or does it stay an ally to its allys or to the caster?
(Think about what would happen at a tower.)
This needs a hit with the good ol' nerfstick
The idea is interesting. A new look on ogres multicast, but still something quite different. Alone it looks quite interesting.
Hmm a skill for isolating a target hero. What is the castrange on this thing?
I believe it would have to be quite high to be usefull, else its just a dead give-away if you try to gank a hero. Ofcourse i would be used for mindgames, but still, not very powerfull.
Also does the cooldown of the entire stack reset everytime a new spell is added to the stack?
If not it looks like it will be very dependent on your 2'nd skill to be spamable enough to work.
This is one of the most balanced mind-control-spells I have ever seen, and the stats on it seem quite reasonable. The resist idea is well thought out, and I believe it could (btw can resistance be reduced/increased by changes in magic resistance?).
But a few questions:
If the hero was mindcontrolled after it was hit by the blindness debuff, will the blindness debuff still apply or will the hero regain full vision?
What is the castrange on this spell?
Can he force a hero to run into the enemy fountain?
After this first glance I find this hero to be too dependent on the damage from his first skill to function. And his 2. skill doesn't even help him that much since he only have one spamable spell, reducing the effectiveness of it drastictly.
The only real damage-potential comes from the first skill, and that is at the moment quite OP imo.
Anyways this might actually be a mind-control hero that would be able to work, but the synergies doesn't function very well atm.
Just my humble opinion, hope it was usable.
First of all, thank you very much for your review, it really means a lot to me!
So, let's get started
Confusion - I agree with you, it needs to be nerfed. I didn't realize that before because I thought, since it will increase the enemy's attack rate and he may actualy hit an ally... it needed to have better sides. Second, 2 seconds of confusion won't grant a thing... so
Also, the enemy hit by Confusion would still be allied to its original side, but would be allowed to attack everything with no restrictions (even tower), which I don't think it's OP, since... how much damage a unit can deal with 4 (last level) seconds of attack?
But yes, I'll rework it
Maybe dispell confusion whenever he is hit/targeted by a spell?
Body and Mind - I could say this is the "hero's soul", but all other spells are as important
It gives him a different gameplay, as well as the others too...
Curse of the Blind - i'm sorry, I didn't put the cast ranges and stuff... well, I was thinking around 800/600 since it isn't such a harmful spell by itself
BUT, still, this spell could become the most terrible nightmare of a hero
- It decreases the heroes chance of resisting Mind Control
- It makes the hero miss attacks; if the same hero is affected by confusion, it will take damage because of that
- Losing all vision sight is a living nightmare to someone in the middle of a gank (BUT, to make it balanced, it is hard to stack 100% of Curse of the Blind)
- it's the only way Ty can Mind Control a hero higher level than him
- if a unit has a 600 attack range and loses sight, it will have to come near his enemies to attack
This spell, I am sure it's not OP but not even close of being useless... Stacking its full power on a unit is impossible without Mind and Body and even when full stacked may not last long, but will have great effects over the enemy. Also, for those who might think it is "too overpowered" it costs 85 mana in the last level, which is not cheap for a spell you have to spam quickly.
Mind Control - Well, thank you! And no, after it has been controlled, Curse of the Blind will be removed (also forgot to mention that)
Well, about the fountain... It could be added (to prevent abuse) that once the controlled unit gets near the fountain, it recovers its mind (also makes sense) but... since it has a short max distance range (between Ty and the victim) I find it hard for that to happen
about the "dependance" within his spells, that's what he's supposed to be... a hero that fully shows his potential late game... even though mid and early game he might be a pain as well
and the first skill at the start could serve as a good "chaos keeper", preventing the other enemy to farm, or even cause an ally of his to run from his own teammate
if Curse of the Blind is the first ability picked, it could be useful to reduce the enemy's farm effectiveness as well
I honestly think there isnt a better synergy than his current ones
again, thank you so much for your review