Level 1|Tier 1
Broken Thoughts - Early Madness Tier effects trigger more often.
The 40, 60, and 80 Madness Tier effects trigger twice as often.
Maddening Whispers - Whisper's cooldown is reduced if it advances Madness.
Whisper's cooldown is reduced by 4 seconds if it causes the enemy hero to enter the next stage of Madness.
Unyielding Tentacles - Tentacles gain armor.
Yogg-Saron's Tentacles gain 25 armor.
Level 4|Tier 2
Tentacle Swarm - Summon Tentacles has more charges, lower cooldown.
Summon Tentacles gains an additional charge. Additionally, the charge cooldown is reduced to 7 seconds.
Mood Killer - Apathy lasts longer.
Apathetic Weight now ramps up over 6 seconds, and lasts 2 seconds after finishing its ramping. Slow Maximum and Madness Generated are unchanged.
Never-Ending Laughter - Laughing Skulls last longer.
The duration of Laughing Skulls are reset to max whenever an enemy within their range enters the next stage of Madness.
Abandonment - Active: Remove an enemy heroes' allied vision.
See 'Abandonment' under Secondary Abilities above.
Level 7|Tier 3
Crusher Tentacles - Tentacles now reduce the damage of nearby enemies.
Yogg-Saron's Tentacles now reduce the damage of nearby enemies by 10%, which does not stack with multiple tentacles.
Constrictor Tentacles - Tentacles now grab nearby enemies, rooting them.
Yogg-Saron's Tentacles now root a target within range 3, prioritizing heroes, that lasts until the tentacle or the target is slain. While grabbed, enemies are dragged towards the tentacle at a rate of 0.5 units a second. This effect has a 3 second cooldown if the target is slain, and cannot be used within 1 second of the Tentacle spawning.
Corrupter Tentacles - Tentacles now deal additional damage over time, are now ranged.
Yogg-Saron's Tentacles now have an attack range of 6.5, and their damage now applies an infinitely stacking DoT of 40 damage over 3 seconds.
Level 10|Tier 4
The God of Death - Rise from the battleground at target location, inflicting immense madness on all enemies nearby.
See 'The God of Death' under Heroic Abilities above.
Consuming Madness - Trap an enemy hero in an illusory duel with their ally.
See 'Consuming Madness' under Heroic Abilities above.
Level 13|Tier 5
They Just Keep Coming! - Tentacle attacks reduce the cooldown of Summon Tentacle.
Tentacle attacks reduce all active Summon Tentacle charge cooldowns by 0.25 seconds.
Reluctance to Fight - Apathy reduces enemy damage.
Apathetic Weight reduces its target's damage by 4%, stacking up to 20% over the build-up, while on them.
Contagious Laughter - Laughing Skulls inflict more madness.
Laughing Skulls now cause enemy heroes with at least 60 Madness to emit the same Madness inducing aura to nearby allies while within the Skull's range.
Level 16|Tier 6
Turn Them On Themselves - Enemies under full Madness prolong the effect when harming allies.
Whenever an enemy at 100 Madness deals damage to an allied hero, the duration of the 100 Madness tier is increased by 0.5 seconds.
Never Ending Madness - Madness now resets to a higher level.
After the effects of 100 Madness expire, an enemy heroes' Madness now instead resets to 20.
The Faceless - Corrupt allied Mage Minions.
Every allied Mage minion spawned after Yogg takes this talent is replaced with a Faceless Corrupter, which drop Corrupted Globes instead of normal Regeneration Globes, and have 50% increased damage. Corrupted Globes cause enemy heroes that pick them up to gain 20 Madness over 10 seconds, and allied heroes that pick them up to inflict 2 Madness for every 50 damage they deal to enemies for 10 seconds. Secondary targets to the globe gain 25% of the effects.
What is Real? - Active: Turn a Madness illusion real.
See 'What is Real?' under Secondary Abilities above.
Level 20|Tier 7
Lunatic Gaze - The God of Death lasts longer, applies passively.
The God of Death lasts an additional 5 seconds. In addition, half of its Madness generation applies passively while you are the Core.
Malady of the Mind - Consuming Madness causes madness, reduces cooldown.
For every second an enemy hero spends in Consuming Madness, they gain 5 Madness and reduce Consuming Madness' cooldown by 5 seconds.
Induce Madness - Active: Instantly generate madness in all enemy heroes.
See 'Induce Madness' under Secondary Abilities above.
Mind-Bender - Active: Invert an enemies' movement and attack commands.
See 'Mind-Bender' under Secondary Abilities above.
Kerrigan: "You were always a monster."
Maiev: "They know where he hides... they lie to you."
Maltheal: "Even death may die."
Mephisto: "You drove her away... and sealed your fate."
Yogg'Saron: "You... are not but a broken toy..."
Zarya: "Your home will burn..."
Go ahead and put it on the HotS Subreddit. Would be nice in case some of them don't browse this site/the Heroes forums. Thank you for the offer, as well.
And I have a suggestion: Z: Increase the target ally movement speed by x%.
It fits because it requires the player to be careful with their abilities, using them at the right times, while maintaining a watchful eye on the battlefield almost like Abathur.
Though, some reduction on CDs isn't the worst idea, as they are perhaps a bit too long, though at most a few seconds off of each.
As for the [Z] suggestion; Eh, perhaps. Something about it just doesn't feel.. Appropriate for an Old God. Thank you, however, for the feedback. Always appreciated.
However, I feel the 100 madness is a let down. They obviously will know who their allies are and will not attack them for those 5 seconds. Perhaps tie it into his ultimates? An 8 second disable for Madness Consumes is insanely powerful even without the damage. It brings a hero out of the fight for 8 entire seconds. Maybe make it so they MUST have 100 insanity?
As for Madness Consumes, I believe the effect is.. Mostly fine. You're already a hero much like Abathur; Generally focused on split-pushing. You don't have as much power in Team Fights. 100 Madness is the main impact in a team fight Yogg-Saron can have, besides using an Ultimate. One of which can block an escape route or drive the entire enemy team insane, while the other can lock a member out of the fight for up to 8 seconds, possibly less depending on the target. I will agree that, perhaps some tuning needs to be done, but I'd say the concept as a whole stands well enough.
He's definitely one of my favorite that I've made, and I'm definitely glad to hear that so many people like it too. Was fun to think of all the old references.
Lemme make a build... hm... I would just focus on completely effing up an enemy so they go crazy during the match.
???, Abandonment, Constrictor Tentacles, Never-Ending Madness, What's Real and What's Not (love this one a lot), Induce Madness.
SPREAD THE MADNESS!
I am very pleased by the trait especially. It's just crazy and would be a nightmare to play against, which is awesome. I would tweak the layout, but the concept itself is golden. Grab a cookie (.:)
The trait is by far my favorite part, especially some of the quotes. I've made so many references here, and it's great. But, what about the layout do you think I should change?
I think it would be great if he had a talent or even a baseline ability that made an enemy lose all sight of their allies, fitting with the whole "Your friends will abandon you" thing.
As a bit of help to fill in the blanks for the Whispers:
Li Li: "Your adventures lead only to your doom."
Rexxar: "Even the beasts deceive you."
The Butcher: "Their meat is fresh, but your allies' is fresher."
Any Good Guy 1: "You are not their hero, you are their puppet."
Any Good Guy 2: "The world doesn't want to be saved, it want's to eat you alive."
Any Bad Guy 1: "Your allies think you are weak, show them the truth."
Any Bad Guy 2: "Make them suffer, as you have suffered."
I definitely think I'll add that talent, as well as those extra whisper quotes, though, so thank you kindly for your suggestions. (^_^)