Note to Tass:
Before you start reading, please note that I am being critical based on things I don't know. I have to assume the worst. I hope you understand.
Ok, I went through them all and picked out the ones that I had notes on. I quoted those and left out all the ones that I didn't have any problems with or questions about.
Quote from name:TassadarZeratul
Son of Zeus (High Templar)
Tier 1 spells:
Thunderforge: Creates a Nexus. Build Probe while standing next to the Nexus to restore energy to full.
Stormcharge: Sets energy to full.
Tier 2 spells:
Restore Gremlins: Heals all Thunder Gremlins to full HP.
Chain Destruction: Causes all Effigies to explode.
Battle Meditation: Puts you into a trance for a few seconds, during which time you may not cast spells/Psionic Storm and are drastically slowed. When the trance ends, everything nearby takes insane damage.
Ultrabolt: Creates a slow-moving thunderbolt. Anything it touches takes severe damage.
Thunder Elemental: Summons an Archon and puts you into a trance until it dies.
Pillar of Light: Creates a Pylon with explosions above it. For each Pylon on the field, you gain 1 bonus armor.
Thunderforge and Stormcharge - How often do you suppose this will be used? If you can just Stormcharge to restore your energy to full, what's the point of the Thunderforge? There are a lot of unknowns here.
- Is the Thunderforge permanent? If not, when does it disappear?
- Can the Thunderforge be destroyed by enemies?
- How much does the probe cost, and how expensive is it (when compared to your cash inflow)?
- Does Thunderforge cost more mana (or whatever) to cast than Stormcharge?
- How many Thunderforges can you have at once?
Depending on these unknowns, players may be unwilling to go all the way back to the Thunderforge to restore their energy.
Restore Gremlins and Chain Destruction - How many of these can the player have at once? If there is no limit, the player may simply horde these and surround enemy players with them. In the case of the Effigies, that may be overpowered - simply chain destructing them all would likely kill or severely wound enemy players. Then again, I'm assuming that the Effigies deal damage when they explode. That's a reasonable assumption, given that Chain Destruction would be useless otherwise.
Battle Meditation - Based on testing, how often will players want to use this? Is it too risky in most situations? Is the damage worth the risk? Can enemy players tell when you are casting it? If not, is it OP based on the surprise factor of it?
Ultrabolt - Do you take damage from it? If so, make sure it doesn't spawn on top of your character.
Thunder Elemental - Can your hero be attacked while the Archon is out? If so, a possible exploit would be to wait until the Son of Zeus uses this and then ignore the Archon while focusing on the hero. Is the Archon powerful enough to prevent this exploit from working? Can the hero attack back while in the trance? Again, this spell is dependent on a lot of unknowns.
Pillar of Light - How many of these can the Son of Zeus command at once? Can they be destroyed? If there is no limit, or if they cannot be destroyed, it's overpowered. The hero can simply stockpile a ton of them in any given location and become (technically) invincible. Or the hero gets a permanent boost that no one can match or do anything to reduce.
Quote from name:TassadarZeratul
Son of Poseidon (Marine)
Tier 1 spells:
Wall of Water: A wall of water spreads outwards from you in a circle, damaging everything it touches.
Downpour: All nearby enemies are drenched, blocking their mana regen for a while.
Summon Boat: Summons a Shuttle which can only go on water.
Create Water: Creates a small amount of water.
Tier 2 spells:
Teachings of the Water: Gives you free XP. May only be used while standing next to water.
Metaphysical Canal: Creates an Observer that trails water behind it.
Island Sea: Surrounds you with water that moves as you do.
Aquatic Healing: Heals you to full for your level. May only be used while near water.
Wall of Water - Just out of curiosity, how the heck did you manage a circle? Complex grids?
Downpour - May be overpowered depending on how much mana it costs and how long it lasts. Should have a long cooldown in any case.
Summon Boat and Create Water - Ok, what are you doing for 'water'? I just have to ask. I can't really be critical of these spells until I know what the heck it is, how long it lasts, what effects it has on other players, etc.
Teachings of the Water - Might be OP. How much does it cost in relation to total mana pool? How much experience does it give in relation to how much the game requires before you level up? Will the player ever be left alone to cast this over and over again, similar to the Pillar of Light for Sons of Zeus?
Metaphysical Canal - Once again, I can't make any real judgment until I know what water is, but you'd better be careful of where the Observer can go.
Island Sea - Assuming you've answered my questions about water, I may or may not need to ask: how did you manage THIS?
Aquatic Healing - Might be OP, again based on unknowns. Keep in mind that if players can exploit something, they will.
Quote from name:TassadarZeratul
Son of Ares (Firebat)
Tier 1 spells:
Intimidating Stance: Causes enemies to lose mana every time you attack them. Lasts until another Stance spell is cast.
Summoning Stance: Summons a Broodling with every attack. Lasts until another Stance spell is cast.
Tier 2 spells:
Manifestation of Rage: Creates Lurkers based on your Rage Counter and drains the Rage Counter.
Firesprint: Unit replacement to Scarab until the Scarab explodes.
First of all, I love the way you did this character. Probably gonna be my personal favorite when the map is finished.
Intimidating Stance - Possibly overpowered. If used against a heavily mana-dependant character, like the Son of Zeus, I would set a limit on how low it can lower the mana of the opponent. But if that's too much triggering, just balance it as well as possible.
Summoning Stance - Again, possibly overpowered. Firebats can attack rather fast, and if you have stimpacks enabled - well...
Manifestation of Rage - Is there a limit to how many Lurkers can be summoned at once? If not, the Son of Ares may simply stack Lurkers underneath himself and never move. That has downsides and benefits, but besides just turtling with Lurkers, the Son of Ares may lure opponents toward his stack of Lurkers. One collective shot, and the enemy goes down.
Firesprint - Wait, you can do that? Does the player have command of the Scarab? What does this do for you? Is it simply like the SC2 Zealot's Charge ability?
Quote from name:TassadarZeratul
Spawn of Hades (Defiler)
Tier 1 spells:
Shadowporter: Creates a Nydus Canal.
Underworld Rift: Creates a Creep Colony.
Soul Ferry: Creates an Overlord that can carry the Souls (DTs) spawned whenever an NPC unit or hero dies. If a Soul is carried to the Underworld (by bringing it to a Creep Colony), you get free XP.
Soul Fusion: Allows you to destroy two Souls anywhere on the map to summon a Soul Ferry at that location.
Tier 2 spells:
Summon Fury: Summons an Infested Kerrigan. Max 3.
Soul Rift: Summons a bunch of Souls around SoH to attack.
Freedom from Death: If you die within three seconds of casting this spell, he is respawned with no energy or mana.
Monster Gate: Creates a Hatchery which passively summons Hydralisks.
Soul Binding: Allows you to control nearby Souls.
Hellfire: Allows you to use Plague once.
Shadowporter - Where does the Nydus Canal go? Are you left to choose where? If so, I assume it must be targeted near a Monster Gate or Underworld Rift.
Underworld Rift and Soul Ferry - Bah, no specifics again. How many soul ferries can you have? How much experience? Yeah, lots of unknowns again. But you have to consider that it may be overpowered. I just keep thinking, "I don't have to ask these questions, he isn't that stupid." But I keep replying to myself, "You don't know that."
Oh, and can the Underworld Rift/Soul Ferry be destroyed? Does it count the deaths of the souls inside the soul ferry if it is destroyed? It would kinda suck to kill a Soul Ferry with eighty three souls in it and get no more experience than if you killed an empty soul ferry.
Soul Fusion - How does this work? On which DT will it summon the Soul Ferry? If it is uncertain, players will be less likely to use this ability.
Summon Fury and Soul Rift - Yay! Finally some specifics! ...and then an unknown. How many Souls can the SoH have attacking for them at once? If the number is limitless... yeah. Again, it could be overpowered.
Freedom from Death - Father Hades is kind, isn't he?
Monster Gate - Bah, again, unknowns. How many hydralisks maximum? Could you just horde them and then swarm an opponent? Can Monster Gates be destroyed?
Soul Binding - Is this a one-time cast that affects DTs near you? If not, how long does the effect last? Might be considered OP -
RAWR I HAZ FIFTY BRAZILLION DARK TEMPLARZ! PHEAR ME!Hellfire - How did you manage this?
It's getting kind of late. I'll do the last four tomorrow morning... or sometime.
None.