I have a thread discussing why he needs some balance: Are you sure about zeebo? - #100 by WereElf-2100
But long story short: his spiders have the potential to deal severe amounts of damage on a short cooldown. Also, they are BY FAR his most popular build right now.
This thread will focus on suggestions about how can he be balanced in a way that keeps his relevant, but still tones down the parts of his kit, which can be overwhelming:
- Voodoo Ritual damage reduced from 67 to 60 over 6 seconds, but now it can also poison enemy heroes.
Its damage against non-heroic enemies is increased by 25%. (So it will be dealing 75 damage to non-heroes instead of 67). - Attack damage reduced from 88 to 80.
- Corpse Spidersā damage reduced from 38 to 34 damage per hit.
I think that this is necessary, if we want Vile Infection on level 20 to have real competition in terms of popularity. These changes will keep his basic attack dps roughly the same to what it is now. A single attack may deal 140 damage instead of 88, but if heās constantly attacking over 8 seconds, he now deals 880 damage, and then he will be dealing 880 too.
- Widowmakers (changed functionality):
Enemies hit by Corpse Spiderā jar are slowed by 30% for 2 seconds (up from 1,5).
Reward: After Corpse Spiders have attacked heroes 100 times, the jar break damage is increased by 120% and the duration of the spiders is increased by 1 second.
This change will bring down his Qās damage potential from 1285 damage to 960 (1060 with the damage from trait damaging heroes baseline). Having more of the damage upfront, as well as the increased slow duration will make the damage more reliable, but it should no longer be able to 1-shot standing heroes, without other damage sources.
- Pandemic (additional functionality):
When toads hit and enemy, they explode and deal damage in a cone behind the hit enemy (like a Greymane Q), instead of dealing damage in a small area around them. (The cone size is affected by Toads of Hugeness talent).
His toads are currently his lowest pick and win rate talent, so I think that this buff will be quite welcome. It will help Zeebo to gather trait stacks from minion waves a lot easier.
- Blood Ritual (adjusted functionality):
Gaining Voodoo Ritual stacks restores 2% of Nazeeboās maximum Health and Mana, each.
Passive: Takedowns grant 5 stacks of Voodoo Ritual.
Making this correction to make sure, that hero takedowns heal him for 10% of max resources rather than 2% (or 0%, as it is now).
- Big Voodoo (additional functionality):
Voodoo Ritual also provides Nazeeboo with Health and Mana regeneration, equal to 1% of the bonus HP and MP gained from it.
This talent is also fairly balanced, in its win rate, but other talents provide him with more sustain. So I think that this will be a good way to make this talent more appealing. At 175 stacks (which he should get at around level 20, perhaps a bit earlier, or a bit later), he will be getting 21 HP/sec and 3,5 MP/sec from this talent. I think itās enough to make a difference, but insufficient to make him overwhelming.
- Vile Infection (changed functionality):
Quest: each stack of Voodoo Ritual increases its damage by 0,5%
With Voodoo Ritual working against heroes baseline now, I think that this talent should become less popular. Not to mention the nerf it has gotten to its values. Right now, zeebo deals 167 damage to heroes, while at 175 stacks. With this change, he will be dealing 112,5 damage to them at 175 stacks. Which is just 52,5 more damage than he would without this talent. He would require 357 Voodoo Stacks in order to have the same efficiency as he does right now.
And the best thing about having this talent this way is: it can be easily balanced. It can easily go to 0,4% (or lower) per stack if itās overperforming, or to 0,6% (or higher) per stack if itās underperforming.