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And yes, do tunnels have a fade time? I think ultimate's cooldown should be something like 60 secs and trap's cooldown should be like 15/20 secs.
It's an honor to give feedback to this assasin by the way.
Tunnels are hidden from sight, but they would have a short fade time if there was true sight over it before the source if true sight is destroyed.
I have tweaked the cooldown on the ultimate to a greater number, and I understand why. There is a reason why Vendetta is on a longer cooldown as well. The traps cooldown is also brought higher, and now that I think about it, I wouldn't want Goblin Techies that can go invisible O_O
Thanks for pointing these out, I wouldn't have myself :)
EDIT:
Also added a limit to the number of traps present.
This is a great hero! I love the balancing you've been doing. I was bored the other day and started joking around with paint and made this weird interpretation of this hero. It's just for laughs... yeah I really should stick to not-drawing (Dont hate me ;-;)
What will happen after Valve runs out of heroes? Hmm?! HMMM!? So yeah, just stop being trolls, and whining about heroes.
I'm sorry to tell you that you really should change a lot in this hero in my opinion.
The first spell is just like Goblin Techies' mines, not a new idea.
And this tunnel spell is so overpowered, it's like free wards all over the map. I think it shouldn't grant the hero vision over tunnels, and melee heroes must be able to attack the borrowed hero if they have a vision over him.
Also, a spell that grants solid damage isn't really a good idea, is it? I think this effect should be changed.
I'm sorry to tell you that you really should change a lot in this hero in my opinion.
The first spell is just like Goblin Techies' mines, not a new idea.
And this tunnel spell is so overpowered, it's like free wards all over the map. I think it shouldn't grant the hero vision over tunnels, and melee heroes must be able to attack the borrowed hero if they have a vision over him.
Also, a spell that grants solid damage isn't really a good idea, is it? I think this effect should be changed.
Magma Trap is like Goblin Techies' mine, but not everything skill has to be unique for the hero to be unique.
For the Tunnel spell, I didn't mean that you can see everything above the tunnel, but that the tunnel will be on the minimap for you and your teammates to see. I didn't make that very clear, sorry. On hindsight, I also agree that the burrowed hero should be able to be attacked by Melee heroes.
The reason why I want his spells to do damage is because I don't want him to be too dominant all by himself. The only disable he can use is his ultimate, so he will need his allies to slow enemies down so that he can catch up.
Thank you for the feedback, I appreciate it :)
EDIT:
I made the changes I said I would, and decreased the maximum number of Magma traps to 2 at all levels, so that you cannot just stack 7 traps together like you can with techies. Also tweaked Volcanic edge a bit to make it deal less direct damage but a damage-over-time orb that stacks with other orb effects such as Orb of Venom.
This is a great hero! I love the balancing you've been doing. I was bored the other day and started joking around with paint and made this weird interpretation of this hero. It's just for laughs... yeah I really should stick to not-drawing (Dont hate me ;-;)
Almost missed your comment! Haha, the paint drawing :D
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What will happen after Valve runs out of heroes? Hmm?! HMMM!? So yeah, just stop being trolls, and whining about heroes.
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porygon361
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