The Kingmaker wrote:Dear God Lee Pace as Thranduil was the best part of those hobbit movies.
Big Bad Bug wrote:How about something HP-related? Unremitting: Every 60/40/20 damage taken increases his attack by 1 point.
Ninja wrote:I really like The Abbot!
I especially like how their
passives all work together
to achieve ultimate damage
with each strike.That's
really well done,almost
perfectly so.
Ninja wrote:But,I have one problem with
this hero.Resignation.It doesn't
explain enough to be
understandable. Does The Abbot
do this as soon as they enter battle,
after a set time,or does this simply
add onto their innate ability???
The description of "Pseudo-passive
whatever" is not sufficient.This
really needs to be clarified for
me.
Ninja wrote:Other than that,the only other problem
is with Choreography.First off,it deals
way too much damage.(800-1100?Needs
some serious nerfing if the cooldown is
going to stay at only 40 seconds. )
Secondly,I think the past Abbots should
each do something unique and different
and that the Bladesingers should be doing
the Blade Dances.However,I don't have any
suggestions for what the past Abbots should
do right now,so I'll leave that part up to you.
(if you like the idea. )
Big Bad Bug wrote:Bravebark's hero spell has a much lower DPS than what you give it credit for. Nature's Wrath summons vines across a large area, dealing fragments of that damage to enemies in different locations, without a truly determinable DPS. The damage is barely enough to kill a Harrasser if you center the spell right under the enemy, which maximises the damage output. The most is (a generous) 300 damage to an enemy and half that to others. I still find it balanced, though, because of the stun.
Xin has the most comparable hero spell, dealing 180 damage 6 times (1,080 if I did that correctly in my head just now) over 30 seconds, totalling to 36 DPS. Make the damage similar to 36, or exactly that if you'd like. I'd prefer a 30 second cooldown with 22 attacks dealing 30-60 damage each, since the average of those damage ranges is 45 and 45(22)=1,080 just like Pandaemonium. It can be just as spammy but more versatile while also having varying damage values, so you can hope for better efficiency against the targeted foe(s).
I do agree with Ninja about the respawn. In fact, I'd make it so that th skill only occurs if the Abbot actually does die, so that the players can choose whether or not to make those risky moves of killing their hero. For 10 a second respawn, simply multiply the damage by 2.5 and remove the instakill chance so there can be more reliability in the skill while dealing awesome damage every 10 seconds at a great cost. I could go really in-depth and calculate the DPS of the Abbot's base attack combined with abilities to see which choice is more effective in terms of damage per second, but that would overcomplicate things. Let's just pretend that it would be balanced and secretly adore the extra power of the hero.
Math.