I want to give my thoughts on DA balance. I don't profess to have ever been a teir 1 player knowing all the DG perfectly, but I do (or at least did) know DA better than most people in the game. I will say this though about the other DG, I don't think there has to be an interrupt for every DG to be viable. Manna reductions and other tweaks could go allot further than just slapping on an interrupt somewhere.
Ok first thing DA needs for balance is an upgrade in speed. I don't think anyone disputes this. And if its the only thing that gets changed I would be happy to accept it.
DA:
WA is already a good skill path. The only drawback it has is a stupid third upgrade (that should be part of its basic functionality) and a high mana cost. 4 seconds of invulnerability is PLENTY. It does not need 12 hits if it's doing 500+ damage per hit, AND knockback. Damage also cannot be high at I, because it's a low-level skill that already offers 1.6s of invuln, albeit at high mana cost.
Currently:
250/500/500 per hit, 4/8/8 hits, mana cost 700/1000/1000, total invuln time 1.6/3.2/3.2
Proposal:
Metadamage at all levels
300/500/700 per hit, 6/8/10 hits, mana cost 700/1000/1300, total invuln time 2.4/3.2/4.0
This boosts I's early-game anti-creep capabilities significantly, without making it super-effective against demigods, or radically increasing invuln time. II becomes exactly what II+Forceful is now, so still a net boost. III is more expensive, but gives a bit more invuln time and is moderately more effective against metadamage-immune targets.
Combined with re-targeting every hop, this would allow targets to both enter and leave the area of effect, simultaneously making the skill fail less often against creeps, but miss smart enemy Demigods more often.
WA is an ok skill but its final upgrade is quite simply one of the worst skills in the game. This proposal above could work but if it were put into effect with re-targeting i would like to see it follow more along the lines of Chain lightning jumping to the next closest target within a range until the strikes are complete.
3) EoM: Reduce Cooldown to 30 so it's like a specialized magus wand for assassins- Ultimately DA benefits the most from this item... so count this as a DA buff.
Negative, I don't know what everyone's love for EoM with DA is. I honestly don't see it, and i have played allot of games with DA. You basically get the item to be able to spam Spine early in the game that’s it, super waste later on. You don't spam WS cause that will get you killed by always just throwing your body into places, you don't spam swap for the same reason. Maybe you could use it for killing creep waves with WA but still not worth it imo. That leaves Spine. A favor item that does not address DA's main needs while really only boosting 1 power is not a viable favor item imo. I believe tower rook benefits much more than DA from EoM, and lowering the cool down would just make it that much better for him. And the argument that you only need 1 helm with this build is a moot point as I only use 1 helm on DA when playing with anklet, so manna really is not the biggest issue DA needs to address through a favor item imo.
2: Add innate snare protection synergy to Demon Speed and Elusiveness skills:
Basically, if you have the Speed skill level matched with Elusive skill level, that boost is protected against snaring.
eg: You Have speed 3 (15%) and Elusive 2, 2 Levels of speed are protected against snaring
(speed can be reduced by 5% out of your +15%)
Awesome Code for this by the incredible Miriyaki
This is an interesting idea but until some things are fixed it will not balance DA at any point of the game. Protecting your speed bonus is a nice thing as at lvl 3 synergy you would basically take the slow out of pent, and halve the slow from mines. The problem i have with this is that the evade line is pretty much broken imo. 3 points in you get less damage mitigation than scalemail gives in armor at the beginning of the game, and to add insult scalemail is better because armor is guaranteed mitigation, evade is random. To add a weak buff to a worthless stat line does not make a balance to me.
Now if the evade line was boosted to 10/20/30% i might go for it. If the evade cap was lifted i would for sure go for it. To make evade legit i think one of or a combination of if not all of these things need to happen.
1. Lift the cap (must happen)
2. double the stats of Desperate boots OR remove the 30% hp clause
3. Switch cloak of elfinkind's armor upgrade to an HP upgrade
Combine those things with the 10/20/30% and DA will become not just viable late game like he is now but he will be awesome late game. All of those things might not be needed for balance to be achieved but if you want to use the evade stat line to balance DA some of those things need to happen. Evade needs to be able to deliver at least the same amount of insane mitigation that armor already affords when stacked up late game, maybe a little more because it is random.
The biggest thing that bothers me when people talk about fixing DA is they try to find ways to make him able to hold a solo lane in the beginning just as if he were UB. DA is not UB get over it. I would much rather see DA get boosts in speed and maybe finding a way to fix the evade line, so he can have enhances to the things he does well already that are different than other characters. Diversity is fun not total balance as that just makes every character the same.