Leveled technology: Activate to boost target structure or device with new technology. Stacks up to 5 times, each stack giving an additional 15% maximum Health, 10% Range, 8% Attack Speed and additional benefits: (60 seconds Cooldown)
1st Level: Restore 2,5% health per second
2nd Level: (For Devices:)No longer requires Power. (For Structures:) Blasts random enemy within range once every 6 seconds, dealing 40 (+13 per level) damage and granting Gelbin stack of Power.
3rd Level: Decreases nearby enemy Heroes's movement speed by 35%.
4th Level: Sight radius increased by 4,5 and detects invisible neemies within area.
5th Level: Spawns a Clockwork Construct once every 30 seconds. Clockwork Constructs have 600 (+100 per level) health, deal 50 (+12 per level) damage per attack (Attack Speed: 0,6) and 125% bonus damage to non-Heroic enemies.
Adventurer Magnetic Pulse: Increases range of Magnetic Pulse by 70%. Also allows you to recast it while it is returning to change it's direction by 180 degrees, tripling base movement speed and allowing then to recast again to make it return with quadruple base speed.
Lord of Torpedos: Get 1 stack of Power whenever a torpedo hits the target. Each shot after the 20th costs 20 Mana.
Disintegrator Alpha: (Device) Places a device that fires a concetrated laser at a targeted enemy within 6,5 units, dealing (+7 per level) per second. Damage dealt to non-Heroic enemies is increased by 160%.
Shielder Beta: (Device) Places a device that shields targeted allies once every 10 seconds, providing a shield lasting 5 seconds. Each shield has health equal to 88 (+23 per level). Range of targeting: 10.
Underground Connections: (Device) Places an entry to underground tunnel system. Allies clicking on them can right-click on them to enter and then right-click on another entry to move to that entry at a speed of 500% of it's base movement speed. Allies within Underground Connections cannot be targetted and cannot choose the way more than 3 seconds. Cannot be used if there are enemies within 2 units. Holds two charges, has 40 seconds recharge time and there cannot be more than 6 such entries (placing seventh one destroys the first one, making all allies moving towars the first entry go back to where they started)
That trait looks very nice. Now, Mekkatorque is acting like a Promote on the devices he places. Making them stronger while he's around without requiring him to be there. Cool idea.
As for the previous trait, I can see what you were getting at. And it's hard to tell how it would balance without seeing it in action. But, as I said, anything that increases XP gain makes me cautious. You only have to look at what an advantage it can be to have the Vikings or Abathur soaking lanes to see what that can do for a team.
Keep up the good work, though. It's looking real solid.
However I thought that when I'll add the requirement of powering devices in order to gain XP that it'll make this ability counterable, but mb it would be hard to balance. I'll try to make him sth even more different.
I don't like Technical Advantage, his trait which adds 10+7/level XP when he's powering a device. Experience is shared in HOTS so a character with accelerated XP gain is giving everyone on his team a level advantage. It's basically the same problem I had with Mechanostrider. I like to focus on concept rather than concrete numbers but to show how nuts this gets, a tower is worth 400XP. So assuming Geblin is just funneling Power into his toys (to say nothing of any wave clear or anything else), he's adding that much XP to his team's total in 40 seconds. He's downing a tower every 40 seconds. At level 1. At level 2, that drops to 24 seconds (techincally 23.529something but, whatever). And it keeps getting better from there, adding up to a huge gain that translates into higher levels for his team and a significant advantage as the game wears on. Now, he probably can't funnel that much XP due to needing to farm Power first and if devices grant XP when destroyed then it might even be a wash but I get nervous about anything that increases XP gain.
That said, there are some interesting things going on here. I like the idea of a hero with an alternate resource to gather and that's used to whip up inventions. I also like the idea of a hero that unlocks more abilities and most of their power through their talent selection, a bit like the Lost Vikings. And that tension between gathering Power to use for devices or spending it with that torpedo canon skill is nicely done.
Mekkatorque, though, can't really push the way other specialists can, not without a few levels and the devices that fuel his kit but his trait makes up for this by helping him level up and get the toys he needs to really clear waves and shove forts. It's an interesting idea but I'm not sure if it would be good for the game. The other concern I have is that every talent is a device. That's problematic for two reasons, first it's overwhelming. An overabundance of options when, really, there's likely only going to be one or two in each tier that most players will take. Second, it means that Gelbin doesn't improve any other way. He gets stronger by adding more devices and it's hard to see how he's putting down enough of them to make a difference since they're all on a lengthy shared cooldown and are objects that an opponent can blast (contrast that with Gazlowe who puts out a seemingly never ending stream of turrets that reduce the time it takes to make more when they're destroyed). But, otherwise, he doesn't change so you'd have to set the power level of his basic kit higher than it would otherwise be, creating a character with an early game advantage compared to heroes who unlock the true potential of their skills as they go on (The alternative is a Gelbin who has weak skills at the start that become even more of a liability in games where Kael's are walking around with Flamethrower and Brightwings have Criterize and so on). You might think about pairing the list of devices down, picking two or three good ones per tier, and then working in some other talents that improve Mekkatorque in other ways. I know devices are his thing but it's the difference between a character with one trick no matter how well-rounded it is, and a character with multiple build paths to support different styles of play.
However, people pay attention mainly at the Brand New Mechanostriders. How about hte other things, like Devices or other abilities? Are they good and suit Hots theme? Are at least some of them unique? I would like to know :)
Think about a character that let everyone on their team gather 10% more experience, either as a trait or as a passive talent they could pick up. They've undoubtedly given their team an advantage, made them level faster so they get stronger. But not because of anything they actually do. They just sort of stand there, the in-game equivalent of a stim pack. At the same time, there's nothing their opponents can actually do about it, either. Unlike a healing totem, there's nothing to shut off, no way they can play around the other team leveling faster (outside of, you know, winning). There's no counterplay there, it's shutting down rather than encouraging competition. And the XP-buffing player themselves isn't getting any more interaction, either, nothing to engage them with the game as it's going on.
Now, contrast that with a character who grants accelerated experience but only to those in an area around them. That's a character whose player has to think about where to be and when, to work constantly to be in the best position to help their team because they're carrying around the XP equivalent of a healing ward. And whose opponents have a way of denying their benefit, of moving out of the bonus XP zone or making it go away the same way they could with a healing ward. And we know that works because there's already a character who's a mobile healing ward and that's Brightwing. At the same time, there aren't any characters with global abilities outside of the rare and fleeting ult.
So, that said, I'd like to see Mechanostriders as something more like that. An activated heroic, like a Storm Shield, with a limited duration and a cooldown, that gives a team a boost but not a permanent one. Or as a single targeted buff, a long-lasting effect you could bestow on one particular ally every now and then. It's the difference between a character that makes others better simply by existing and one that has to make decisions about when to activate that boon and on whom. That creates comps you can build around Mekkatorque, say, and that Falstad he lets be anywhere on the map in seconds.