Putrid Eidolon
Posted: June 1st, 2009, 9:42 pm
While I'd normally base my argument on what I believe to be a conceptual error, I don't really see one here. What I do see though, are very high numbers alongside fairly high frequency. If you haven't guessed already, I think Eidolon is too strong, though with only a few minor tweaks I think his power can be deflated.
Wilting: This skill hits harder than most other nukes in the game, and due to the nature of spawns, they don't walk away from its effects (that being the downside of a DoT spell in an area) and hence it simply outclasses other nukes. It deals something like 4 x Int damage at maximum level over four seconds; with a multiplier that high any spawnwave is brought to its knees. Not only this, but the cooldown is very low, and due to the Eidolon's innate, mana typically isn't a problem. Pushing against an Eidolon with this skill in his repertoire is nigh impossible. You'd have to rely on hero strength alone to kill the Eidolon if you want a decent push, which leads to the next problem.
Fungal Shield: Originally, the regeneration provided by this skill was enough to outheal Ice Lance, even at low levels. Then Yak nerfed it. But it's still too damn strong; the Eidolon remains almost unkillable AND regenerates his hit points while under its effects. It makes enemies fall asleep as well, giving the Eidolon an easy escape even if you manage to lower his hit points by an amount that would will him to do so. By the time you catch him, the shield will likely have boosted his hit points out of killing range.
Entangling Seed: This skill wouldn't be that much of a problem if it couldn't effect a hero more than once. The entangle is long enough that it hitting three times a row with the talent (which happens in inordinately large amount of times to me) usually leads to death given a hero is in the vicinity or you have bad positioning with the spawns. I wouldn't say this skill is a major problem, but it definitely adds to the Eidolon's unkillable factor.
Spore Cloud: Highly effective clouds aren't uncommon in EotA, but when you can spam them as much as this, they get to be a problem. Particularly when you can keep the Arcane Wagon permanently invisible. The long duration doesn't help either. Without detection methods, this spell is devastating (but hey, that follows a paradigm too, doesn't it) and the sleep is at a point where even the strongest units do not escape its grasp (yeah, it hits magnataurs and makes catapults sleepy).
With modified cooldowns and durations (and some talent alterations) I think all of these skills will be fine. But as they stand, they euphonize and form a monstrosity.
One we know only as the Putrid Eidolon.
Wilting: This skill hits harder than most other nukes in the game, and due to the nature of spawns, they don't walk away from its effects (that being the downside of a DoT spell in an area) and hence it simply outclasses other nukes. It deals something like 4 x Int damage at maximum level over four seconds; with a multiplier that high any spawnwave is brought to its knees. Not only this, but the cooldown is very low, and due to the Eidolon's innate, mana typically isn't a problem. Pushing against an Eidolon with this skill in his repertoire is nigh impossible. You'd have to rely on hero strength alone to kill the Eidolon if you want a decent push, which leads to the next problem.
Fungal Shield: Originally, the regeneration provided by this skill was enough to outheal Ice Lance, even at low levels. Then Yak nerfed it. But it's still too damn strong; the Eidolon remains almost unkillable AND regenerates his hit points while under its effects. It makes enemies fall asleep as well, giving the Eidolon an easy escape even if you manage to lower his hit points by an amount that would will him to do so. By the time you catch him, the shield will likely have boosted his hit points out of killing range.
Entangling Seed: This skill wouldn't be that much of a problem if it couldn't effect a hero more than once. The entangle is long enough that it hitting three times a row with the talent (which happens in inordinately large amount of times to me) usually leads to death given a hero is in the vicinity or you have bad positioning with the spawns. I wouldn't say this skill is a major problem, but it definitely adds to the Eidolon's unkillable factor.
Spore Cloud: Highly effective clouds aren't uncommon in EotA, but when you can spam them as much as this, they get to be a problem. Particularly when you can keep the Arcane Wagon permanently invisible. The long duration doesn't help either. Without detection methods, this spell is devastating (but hey, that follows a paradigm too, doesn't it) and the sleep is at a point where even the strongest units do not escape its grasp (yeah, it hits magnataurs and makes catapults sleepy).
With modified cooldowns and durations (and some talent alterations) I think all of these skills will be fine. But as they stand, they euphonize and form a monstrosity.
One we know only as the Putrid Eidolon.