I would agree that ninja needs a nerf, more for his sub. Aside from him being removed from the arena, thereby removing him from any harm, he can easily trap opponents, and his attack does massive dmg. How much does it do per up, +5? and 5-8 dts can attack at a time which is about +30-40 dmg times about 2 hits.
i.e. So a ninja with 7 ups manages to get 5 dts surrounding a small hero (more for a larger) with 10 armor, using sub. 25 base dmg + 35 up dmg = 60 dmg - 10 armor = 50 dmg x 5 dt's x 2 hits = 500 dmg
Serpent's final with 7 ups does 45 base +21 ups = 66 dmg x (was it 8 BC's?) = 528 dmg... not accounting for armor (448 if armor)
This is crazy if you ask me, that Ninja's l2x2 easily does more than another player's final, coupled with cloak at night and you got an OP hero. Lower his upgrade amount.
I hardly ever see shurikens being used, almost never, probably due to the fact that they go toward the center of the map.
I say, make the shurikens travel in all directions, and if you are worried about guardians raping cannons, then replace them with muttas.
Or also, maybe have it, so when players are hit by shurikens, a dt spawns next to them.
I find that illusionist is too one-sided in his gameplay, either go full on ultralisk, which is good early game, sucks later, or protoss, which sucks a lot early game. Most people seem to go ultra, then switch to toss.
Personally, I don't like illusionist's 1st spell, doesn't have enough use, especially late game. I think the 1st spell should be useful all game around, and possibly have toss dmg to use at the start.
Idea: replaces illusionist with a hallucination with random low hp # for a limited time, if the copy dies or time runs out, a few aldarises appear and attack, then the real illusionist comes back.
The spell could be used as a trick, a dodge, and/or an attack.
Power Manifest should also more spells 3 & 4 to be more useful later game, perhaps an expensive spell that brings the illusionist to the ultralisk and creates a bunch of archons/dragoons
Since illusionist is all about tricking people, his spells should overlap in dmg type (both zerg and protoss) and purpose (attacking? running away? trapping?) If the dmg types overlap, such as zerg dmg when in templar form or toss dmg in ultralisk form, then this allows from him to easily swap between forms to confuse his enemy while still maintaining strength.
Rune Mage only has +1 up? Isn't that really low considering the low attack rate?
It would be nice if Necromancer could have away of choosing to make greater skeletons or more than max of 3 skeletons.
Maybe have each spire raise the limit of skeletons by 1? So 7 skeletons total if they have 4 spires. (or per greater spire)
And you could have greater skeletons buildable from hives, 2 zerglings = 1 greater skeleton
None.