The first build you gave us had a lot of stuns, we pointed this out and now it has less stuns, but now there is damage up the wazoo, just because we say less/diffrent stuns dosn't mean don't make interesting and cool stunning items and abilities.
For example:
- 25% chance on hit that one of the enemy skills will become unactivateable for x seconds
- all cooling down abilitys becomes unactivateable for an addtional x seconds
- target can not leave small area for x seconds
- target can not attack enemies for x seconds
- for distance moved over the next x seconds, the target is stunned for y seconds
- the tagrget is stunned for x seconds, creeps will not attack him, the first demigod to attack him is stunned for y seconds, and the target become unstunned (allies can attack to break?)
- The target is pushed and can not attack or cast for x seconds (or move while being pushed), this could be a buff with a proc, or an ability. By pushing the target they have a chance to try and run.
End result, damage multiplication gets old, fast. As does abilities based off of damage (life steal). Also interesting damage can be cool too, not just aoe around me damage or "x% more damage for y secs":
- For evrey x damage taken over the next y seconds, the target takes z damage
- For evrey x damge you take, you deal y% more damage for z seconds
- Bounces from target to target for x damage, evrey bounce deals +/- x% damage for y (could be all visiable) hits
- For the percentage of time in the last x seconds spent traveling do y * percentage traveling, in addtional damage (great for chasing, sucky for being attacked)
The on hit abilities are a step in the right direction, but remeber diffrent is better! (at least in my oppinon) Why have on hit chance to gain 700 mana when you could have "On being hit gain x * number of units killed in the last y seconds, devided by distance traveled, to the z power in mana!" (<--- not a serious sugestion, though the part up to the comma isn't bad if you add "in mana")