Time for a giant post!
Ruby_Hex wrote:Okay, I'm no master of balancing heroes or anything (far from it, actually...) but I'll try my hand at Lilith seeing as how many people seem to think that she is UP.
All stats are listed at max level.
Name: Infernal Reaper Lilith
Appearance: Lilith looks the same as she currently does with a few small tweaks that I personally think would make her design that much cooler. Infernal Reaper Lilith now has larger wings and a scythe that's more like this version of Lilith's scythe:
http://vignette1.wikia.nocookie.net/kingdomrushtd/images/1/1b/AHIB_Concept_1.jpg/revision/latest?cb=20150327210424HP: 420
Regeneration: 42
Damage: 22 - 33 (medium attack speed.)
Ranged damage: 15-21 (has a 40% chance to do true damage, slow attack speed.)
Armor: Medium
Re-spawn: 18 seconds
It's good that you buffed her damage, but I think her melee and ranged damage should be the same. This series has a habit of only displaying one damage type, so having them both be the same would make life easier. Plus, a hidden chance for True Damage feels excessive. I never cared for her ranged attack anyways, especially since Soul Eater only effects her melee damage.
Skills:
Reapers Harvest: (active) (3/3/3 hero points) Lilith deals 140 / 240 / 340 true damage to an enemy with a 15% / 25% / 35% percent chance to perform an insta-kill. When Lilith uses this attack she teleports to the one enemy with the most health out of all the enemies that are near her, stunning the enemy that she was fighting prior to using this ability, provided that she was in fact fighting another enemy and this enemy was not the one with the most health. The enemy that she teleports away from in order to attack gets stunned for about 1.2 seconds which is also as long as the attack takes to complete. She teleports in a flash of golden light and when she reaches the enemy she slashes at it immediately.
Hey! Slow down!
I thought this skill was already fine, personally. It deals heavy damage to a single target and has a chance (which is not impossible like Kahz's Blood Axe) to instantly kill. I prefer being able to choose which enemy to hit with it rather than letting the game pick for me. After all, sometimes I'd rather not hit the Twilight Golem and instead kill the Evoker behind it, healing it. It's more fun to be able to prioritize a target and choose it yourself.
Soul Eater: (passive) (2/2/2 hero points) Lilith feasts on the soul of a nearby fallen enemy, receiving a damage enhancement of 75% for 4 / 6 / 8 seconds. Her attacks now have a 25% / 30% / 35% chance to deal true damage within this time frame. If she absorbs the soul of an enemy with 500 health or more she gains high armor during the time that her damage boost is in effect.
Well, you did
change it. However, now it only lasts for 8 seconds, although the additional effects are insanely powerful. I took a lot of issue with this skill when she first came out not because it was UP, but because of its targeting, which hasn't been changed at all. Lilith's problem is that she steals the first soul in a large range around her, and which enemy is the first to die? The weakest one, with the lowest damage to offer Lilith. What this skill needs is some way of making it harder or impossible for weak enemies to fill the damage slot with their souls instead of the enemies that players want.
Infernal Wheel (active) (4/4/4 hero points) Lilith creates a ring of fire in front of her that lasts for 4 / 6 / 8 seconds, dealing 10 / 20 / 30 true damage per second to all enemies caught with it. If an enemy dies in the ring of fire, it lasts for 1 more second.
That's a really cool bonus that you've added! This would make it a really good AOE skill for clearing out weak enemies, as it would last longer as more die, allowing it to constantly clear a stream of enemies. The damage is rather low, though, and can't even slay a Gnoll in that extra second. I think a longer cooldown with much better damage would allow it to destroy an entire stream of enemies, which would be so cool! Especially since this would clear out weak enemies and make way for the strong ones, whom Lilith is stealing life from.
Resurrection: (passive) (1/1/1 hero points) Lilith has a 30% chance to revive immediately upon death with no abilities or regeneration. When she is in this state she does not have her scythe and is made entirely out of golden light. If she stays like this for 15 seconds without being killed, she then becomes normal Lilith again but with the amount of health that she had when she was a ghost and double her normal regeneration for 6 seconds.
This still has the same problem of the first skill. It's based on a low chance for her to revive. A skill like this should make players feel more comfortable sending her into danger because she can come back to life in case it's too much to handle. However, less than a 1/3 chance in KR tends to feel like a 1/10 chance. Maybe my luck is just really extreme, because any chance greater than 50 means that it always occurs in my experience. Regardless, there was a good suggestion some time ago for the chance to slowly increase up to 100%, resetting after each death (good idea, Zonoro). Her resurrection would thus become reliable and not something that can never happen nor influence her playstyle.
Heavenly Chaos (hero spell): (active) (4/4/4 hero points) Heavenly Chaos takes 30 seconds to recharge. Lilith calls down a rain of 6 / 7 / 8 fireballs from the sky that land on the ground and deal 950 / 1060 / 1170 magic damage distributed among the enemies caught with the blast. Where each fireball landed, a fallen angel has a 50% chance to emerge with 280 HP. They have medium armor, last for 5 / 6 / 7 seconds and have no magic resistance. They also heal as fast as Lilith and deal 15 - 30 damage on each hit. Lastly, they have medium attack speed and on each hit have a 40% chance to do area damage.
This skill is very OP now. Compare the DPS to the original ability and you'll see that. Also, Durax's Hero Spell already distributes damage equally, but, it takes longer to recharge, doesn't deal magic damage, and has a number that's easier to divide amongst enemies than 1,170.
I think the AOE on her skill was fine. The problem is that the random chance has two completely opposite effects. One is good against a cluster of enemies while the other deals the least excess damage when used on a powerful, durable opponent. What it needs is a 50/50 chance to do things that are both useful for the same purpose, whether that's crowd control, massive damage, or anything else you can think of.
This version changes her skills a lot and does make her stronger, but not any less frustrating to use. That's my biggest issue with Lilith: she's very good at doing all of the wrong things, like not healing in between ranged attacks because their animation is so long, not reviving because it's random and based on a low chance, stealing the souls of the weakest enemies, summoning the worse option for dealing damage when her hero spell is used, and overall just being unreliable to do anything right. I'm down for a luck-based hero, but both of these versions are not going to be fun luck-based heroes to use.