Re: Terrorblade Feedback
I will try to give my thoughts on the hero the best I can, without resorting to balance discussion.
I always enjoyed Terrorblade because he always had a uniquely interesting combination of skills that set him apart from other heroes whose skills have an obvious theme to them, either aesthetically or through gameplay. Not to say Terrorblade doesn't have his own theme, but it is a theme that reflects a multitude of styles, I think.
With the old Terrorblade, there were various answers to the questions "How do I lane with this guy?" and "How do I jungle with this guy?" Images help a lot with jungling, so do you go image + stats, or image + life steal? Metamorphosis helps a lot with laning, but which skill do you augment with it? Meta can also help with jungling, just as life steal can also help with laning. There were few wrong choices, and whatever item build you chose would also reflect your skill build.
The current Terrorblade is still a very interesting hero; any hero with an ultimate like Sunder and a skill like Meta is interesting. However, there is a huge bias towards maxing out Meta first, because it is so strong and now also includes the images. Replacing the life steal with the passive was an interesting choice, and an over-all buff, though I enjoyed trying to find times where I could use the life steal.
I think that no matter how you move forward with this hero, you should keep Sunder as is, and keep Meta though remove its images. Then maybe you could swap out Zeal or Reflection, or figure out a pair of similar skills, for example...
* Skill Q: creates an image of any target enemy hero or creep that is not spell immune. This image has a fair amount of hp, damage, and maybe a slow. When the image is destroyed, it restores health to TB, or maybe gives him a temporary AS boost, and in so doing fulfills some of the role of Zeal. This skill would be equally useful in jungling (tanking damage) or ganking (if the image is useful enough, that is).
* Skill W: some sort of enemy-affecting aura that involves the aesthetic theme of terror, e.g. enemy units low on health are slowed, or TB drains a small amount of hp from enemies that are "terrified" (whatever that means), or TB takes less damage from enemies whenever they have less proportional health than he does.
Whatever you implement, I hope you keep in mind the dynamic between valid choices for jungling and valid choices for laning.
Thanks for reading