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Coercion is a more complex skill than I thought! To lessen the duration of the debuff, they will crowd together, but this creates an opening for AoE spells. On the other hand, they might stay away from each other so that they will not be disarmed and this will break them up for them to be picked off. A well thought out spell!
Also, I noticed that his only damaging spell that is useful in the early-mid game is Coersion, so I suggest giving Tidal Wave a poor-scaling or fixed amount of damage for all levels (trust me, it makes a huge difference). I still think that he will end up as a semi-carry instead of a support, seeing as to how Tidal Wave and Mass Divide are **** at level 1 but get much better as he gets levels in them. If Tidal Wave can be used as an escape mechanism, then perhaps Sleithir can be played as an offlaner to quickly get levels and gold and then start ganking after that.
Yes, the Coercion was actually meant to be complex, and thanks for noticing it! I have envisioned this hero to be played like Dark Seer actually, an offlane support. Of course, he can be a semi-carry, but it is more to the degree of an initiator/durable hero (like Bristleback and Axe), especially once he has Dark Reef ability. This is supported by his two skills can actually be anti-gank skills (which is why he can also be played in dual lane to protect a carry), and one escape/disable skill. Casting Mass Divide before Coercion can practically cause enemy to be slowed, has lower damage and silenced. If they insist on following you/your carry, you can even get kills by the accumulated slow and damage reduction from Mass Divide and the silence/disarm from Coercion
I think you are quite true about Tidal Wave, so I think I will change it a lot. I want this skill to be used as early escape and damage dealing skill that scales poorly except the stun and magic immunity, so how about this:
- 125 damage, 200 points radius. 0.1 second per unit (0.1/hero)
- 150 damage, 250 points radius, 0.1 second per unit (0.25/hero)
- 175 damage, 300 points radius, 0.15 seconds per unit (0.25/hero)
- 200 damage, 350 points radius, 0.15 seconds per unit (0.4/hero)
Type: Target Point
Affect: Enemy Units
MP Cost: 120/140/160/180
Cool Down: 13/12/11/10 seconds
Total Range: 1000
Sorry for being unclear, it is basically a skill like Waveform that deals minor damage. However, its main usage is to initiate because once the skill is over and all units hit has been damaged, this skill calculates the number of units hit and stun them according to the number of units and heroes hit, while giving Sleithir half the duration of stun as magic immunity
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