As mentioned in my post on the discussion forum, I think Z'dar is way overpowered and must be picked for the best chance of victory. He should be nerfed a little so the other heroes have a chance to shine.
Melee heroes need a massive buff, having to walk over to creeps to hit them is a big disadvantage and should be balanced out with much better reach, DPS and armour.
Finally, Thea's Astra Force does around 150 pts of damage which is puny compared to Z'dar's Earthquake which does 10 times more damage on a good day. Earthquake also stuns for twice as long and hits the entire screen which Astra Force barely covers a quarter of the field. Both of them are the max upgrades for the third active skill but why the huge difference in power?
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In all RPGs, healers have the weakest attack while mages have some of the highest. This is because a healer is a support character to keep others alive while Mages are their to deal high damage. If healers had the same damage as Mages, then all parties would consist of healers cause they could heal each other and do damage with AOE skills. The battles would be a bit long, but it would be doable.
Astral Force is a skill to keep Thea alive and not to deal damage in direct way. You use it when Thea is surrounded and you need an escape route.
The problems with armor is apparent and so is the walking speed, I agree with you on that.
@DEV team: please nerf atleast his staff a bit or give KASSIA and ODA a boost to worth what we paid
In additional, HP bonus per 5level should be varied from class to class. A Tanker should have much more HP, DEF than a supporter but the difference right now i think just too small (DEF should have bonus per 5level also). With this boost a '1hit kill' on heroes might not happen so frequently
We are talking about DPH so when it comes to damage that is put on the field with skills. Kassia has about 3-4 times as much compared to zdar. So it not unfair in anyway.
The original complaint in this thread was that a Healer was unable to do as much damage with its ulti as a Damage Spellcaster.
http://ggnbb.glu.com/showthread.php?50679-Item-Guide&p=85562#post85562
Runic Item Guide here:
http://ggnbb.glu.com/showthread.php?47298-Guide-to-new-Runic-items
DPH, Hero & Party level Guide
http://ggnbb.glu.com/showthread.php?53269-DPS-Hero-amp-Party-level-Guide
Runic item capabilities List ( By rewand )
https://docs.google.com/spreadsheet/ccc?key=0Aon0kRu72Uj7dEtVUWVRQ0Nsd2FteUJqYUlrVkN1V0E&usp=sharing
Seriously, this is the biggest glaring fault with this game right now. A legendary tier VI armor maxed is 540ish for all three armor classes, light, medium or heavy. The fix should be like so...heavy armor should be roughly 2x of light while medium is 1.5x of light armor. And perhaps mix it up between the chars. E.g. Nargal can wear only up to medium armor, or give rogon the ability to wear heavy helmet or something. This allows more strategic planning around gears.
+1 +1 +1
(When I tried to post the above, I got a popup from ggnb.glu.com saying my message was too short and I should lengthen it. Yes master...)