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Hey all, this is my first hero idea on here. Any constructive criticism or ideas would be appreciated. Stats Str:20 +3 Agi: 18 +1.5 Int: 14+ 1.2 Lore Son of a tinker and a blacksmith in one of the most peaceful villages in the West, Fitz was never happy among others. His short stature alienated him from others and he only sought comfort with his machines. A way to vent, to let off Steam, he eventually became so obsessed that he never spoke to other people. His stature still haunted him, however, and he eventually used his skills to build the ultimate solution: A giant suit, towering at over 7 feet tall, and heavily armed and armored. On the day he left his town, he entered the suit, and no one since has seen him outside it. Abilities:
QCounter-Fire
Ability:Passive
Cooldown: 5/4/3/2 seconds
Whenever an enemy attacks Fitz, there is a 15/20/25/30 percent chance a missile will be fired from his suit, doing 50/75/100/125 damage and mini-bashing the enemy, stunning for .5 seconds
W Force-Field
Ability: No Target
Cooldown: 25/20/15/15 Mana Cost:75/50/40/40
Fitz' suit activates a force field, increasing his armor by 25/30/50/75 percent and increasing his movement speed by10/20/30/40 percent for 5/6/7/7 seconds.
E Automatic Fire
Ability: Unit Target
Cooldown: 30/25/20/15
Mana: 100/120/140/160
Range: 1500
Fitz centers his sights on an enemy and fires a flurry of 7/8/9/10 bullets, ripping through their armor and doing 20/30/40/50 damage per bullet while the enemy is in range.
Ultimate:R Fireworks
Ability: Point Target
Cooldown: 130/120/110
Mana Cost: 170/210/350
Fitz shoots explosives into the air, slowing, silencing, and disarming enemies in an 800 AoE and doing 50/60/70 damage per second to each enemy for 3/4/5 seconds.
Much better, however, I would make the cooldown longer, because that Ulti is a 5 second team-wide disable which can easily be long enough to finish a teamfight, so its should have a longer cooldown (similar to a Ravage or a Black Hole).
And you can maybe amp the damage to 50/70/90.
Much better, however, I would make the cooldown longer, because that Ulti is a 5 second team-wide disable which can easily be long enough to finish a teamfight, so its should have a longer cooldown (similar to a Ravage or a Black Hole).
And you can maybe amp the damage to 50/70/90.
Ok, thanks. Nerfed the hell out of his ultimate, increasing CD and Mana cost but increasing the damage.
Interesting ideas, but I still think he's a bit overpowered. He's got the sort of abilities you'd want on a hero you were playing, but think about playing against him. I would nerf all of his abilities just a little bit more.
For #1, a mini-bash passive return is kinda unbalanced just by existing. The cooldown does help to limit its effectiveness, but I would still drop the chance down by 5% each level.
#2 is pretty good, but the duration/cooldown ratio is too high for the boost that it gives you. I would drop the duration to 3/4/5/6, and change the cooldown to 30/25/20/15. Also, I would change the bonus to be 20%/30%/40%/50% boost to both armor and spell resistance, but make the speed boost a flat 10% or 15%, and make it a flat 50 mana cost at all levels. That seems to be a pretty standard cost for what I take to be his escape ability.
#3, the damage is still just really high, especially for a nuke on a hero that already has durability and a massive disable. I would change the damage to 10/20/30/40. That way he deals 70/160/270/400 damage, which is in keeping with the level of others nukes in the game. I would also reduce the mana cost by 10 each level, and give it a flat 20sec cooldown. Alternatively, I think you could keep the high damage but make it a 2.5sec channeled spell.
#4 is just way too strong. A Slow that silences AND disarms while dealing damage? In an 800 range? That completely shuts down the entire enemy team for 5 seconds, which is enough time to wipe them out. I don't think putting disarm and silence into the same spell is really fair. Instead, I would suggest changing the disarm to a 50% miss chance (which I think also makes sense with the idea of it being fireworks; if they're kinda blinded they'll miss some attacks). As long as the slow isn't too huge, maybe 30% or 40%, it might be balanced then.
Other things to consider; is this a melee hero? What's his base movement/attack speed, etc? I would say since he's a strength hero he should probably have a melee default attack (punching things), and a movement speed on the slower side (290 or so) because he has a movement speed boost in his abilities. I would also give him a pretty high base attack speed. That way he can't be a huge tank with massive dps, an ok escape ability, a solid nuke, and one of the strongest disables in the game.
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