
Quest: Collect Regeneration Orbs.
Reward: Each Regeneration Orb Increases Ability Power Bonus by 0.2% and Mana Regeneration by 0.1.
Quest:
Reward:
Quest: Every Enemy Hero hit with [Q]Arcane Missiles Increases its Damage by 0.5.HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
Copyright © 2019 HeroesFire | All Rights Reserved
Some questions-- does he have any mana costs? if so what are they-- I saw that the first quest gave him Mp/Globe, but no costs were listed.
Q is worded to seem like it has charges-- How many? 4? 5? Or can you just spam the ability for a few seconds after the usage of it.
The quest for it as well seems absurdly strong if you never lose stacks of it considering i would assume it's aoe-- meaning multiple people can be hit by it and grant stacks, eventually that would result in something being very strong with the machine gun aspect of the second line.
as for the rest of his kit, he almost feels like he has too *much* knockback/displacement abilities. Practically everything in his kit would dismantle a channeled ult, or other wind-up abilities. Seems fun though, even if the delay on the rune might be a little long. Does the "100% cooldown reduction" mean that a 12 second ability would cooldown 2 seconds at a time? or as in it would incur no cooldown for the ability on use... because if it's the latter, that leads into my first question on the talents.
Do you feel that the 4 talent for spellweaving is too strong that early? Might be worth it to swap with the 13 ability, as it gives him some heals to sustain early fights, and doesn't create a snowball effect where you can run over the team in the first talented engagement.
similarly on questions of power-- At 20, does Mass Dispel remove cc effects? say, silence, stuns, etc., in addition to poisons? because at 15 seconds that seems reasonably powerful given the opportunity cost, but if it also removes enemy buffs; does that include things such as Nano boost or Bloodlust? Seems like he would almost be too strong at shutting down enemy team mechanics, especially if armor was one of the buffs that it was removing. If it was only things like shields, that could work as a niche pick.
Magic lock and Explosive lock seem a little too anti-fun as well, but maybe some silences might be fine if there's a way out of them potentially by outplaying.
Overall an interesting concept, nice!
Not sure if you've seen the maly build I put up; hopefully we'll get both in soon...
He does have Mana costs but I often stay away from estimating Mana costs and leave it for self interpretation, but lets say his basic abilities would all cost 60 Mana.
Q does kinda have charges but it works like this: Once you activate the Q, you have 4 Seconds to use up to 4 missiles, this means you throw the 1st Q you have 4 more seconds to fire other 3. Those 3 could be considered as ,,free'' since you pay the full mana cost to throw the first one. Once all 4 are fired or the 4 seconds pass, the cooldown starts to tick. Originally, Q had 3 charges and it could be used separately but since I changed his trait to what it is now, Q as it was didn't fit with his trait so I had to change it up. And I honestly like it more this way since it would allow some counter to him in aspect of for example stunning him when he fires his first missile, that way you effectively shorten his time window to precisely throw the other 3.
Only 1 Enemy can be hit with 1 missile, its not AoE, so his Level 1 quest seems reasonable.
It is true that he has alot displacement in his kit, I tried to make him sort of multitask mage that high skill people could excel on, that's why there is so much ,,Active'' Talents that require good timing and situations. I also tried to make him sort of ,,disruptor'' character that can pull out some magic trick and ruin your plan.
The delay on his W is there for that exact reason, its long, but with his Q's and E he can get his enemy with right timing in W for a good damage combo. There is ,,Quickcast'' talent at level 7 that brings down the activation time to 0.75 seconds, which could make his W much more precise without a need of combo.
100% Cooldown Reduction would mean instant ability recovery. And I did kinda fear its power, especially with the Level 4 Talent you have concerns with. But then again, if we take a look on Li-Ming, she has that as her Trait on all abilities. So would it be too strong as a talent? Not exactly sure, but if it would be too strong, I would move the talent as you suggested in some higher tier.
Mass Dispel basically nullifies any Negative effect on target if its ally or positive if its enemy. Its very strong ability and I should probably either remove it or increase its cooldown drastically. One of the reasons why the cooldown is put so low is because people often neglect Level 20 powerful situational talents because of their Cooldown. Mass Dispel can remove shields from enemies, poisons from allies, CC from allies, Nano and Bloodlust from enemies too...
Magic Lock can be outplayed and its not that hard to do it. It does seem at first glance like its a 6 Second potential silence right? Keep in mind, targeted enemy can use any ability in first 2 seconds if they really need it when marked with magic lock, this could save their life sometimes, imagine Genji using E while Magic Locked, sure he would get Silenced for 4 Seconds, but sometimes that is the right call. In one hand, its a weaker Silence and then in other its an Very Strong Silence, so it comes down in timing and well, decision of the enemy weather they want to use that ability right now, or they can wait 2 Seconds.
I did see your Malygos, he was one of the reasons I wanted to make Kalecgos without a Dragon Form. Often people choose between these two but I would love to see them both. Malygos is obviously more well known for his Dragon Form than Kalec, so its only fair he gets it, Kalec didn't even use Dragon form that often so I think he'll be fine without it. Lets hope that we indeed get them both soon.
Again thank you for such quick and detailed feedback, I will try to adress all your suggestions in an upcoming update.
Think like this, if you D->Q(QQQQ), Q(QQQQ), assuming all of those hit, that's ~910 damage on a single combo at level 1, and makes the rest of his combos scale up-- any wipes just give him free throws of a double combo which only gets worse over time due to the +4% scaling and +0.5 damage quest. If the casts weren't free that's kinda a limiter to the "machine gun" style of play I'd see this having, but just specifically the fact that it can get resets that early seems very very good, especially if the range is long enough to do poke damage with it, like hanzo was used a lot in the HGC for. And even if he could potentially be stunned; if there's minimal animation lag that would prevent you spamming the missiles, he'd end up in a state like malganis' Q effect where you basically just want to mash it asap that hits all the targets so you get the healing and stun as fast as possible, and the cooldown started as fast as possible.
Basically, despite not having nearly as many missiles as li ming, with the precision her targeting requires hitting one straight shot missile 4 times would probably be easier than hitting Four vectored missiles at one time and waiting on a cooldown... kinda making him a better version of li, hard to draft against, and if he's too good, basically a instalock ban.
how wide is the area on Crystalize, roughly? Meph-ult size?
last followup: what happens for the stun duration if you hit an enemy at the end of the wave of Mana tide? does the stun last a little while or does any target hit get freed at the end of the wave ride? if that's the case, a slow moving stun is both hard to hit a moving target and annoying at close range, making both parties likely unhappy... but a fast moving wave if it doesn't linger means the stun is quite short. That was part of the reason I would worry about the displacement being too strong as if he has too much of it, it starts being just this tedious situation of being unable to control your character due to pseudostuns via knockback.. unless they aren't microstuns when they move a target. That would be the biggest hurdle to getting him added is that he'd need to be enjoyable on both sides, or have counterplay. The delay on some of the moves seems adequate, potentially, but it all depends on how they interact with eachother.
And yeah, I can see that; in wow half the time we're talking to kalec it's in human form. Thanks for checking it! Fingers crossed. +rep for your response speed too :)
I'd say, yeah probably a size of Kael's Phoenix or Mephistos' Durance of Hate.
If an enemy was hit on the end of Mana Tide's range, they would basically be micro-stunned.
I'll take all your suggestions when I start polishing up Kalecgos in upcoming update. Thank you for great and quick feedback +Rep for you too :D