I agree that the Crypt Lord needs buffs/work but I do NOT think he needs a major rework. I think heâs easier to fix than appearances would suggest.
The most important thing people need to realize is that it doesnât matter what you do to CL as long as the DK remains overpowered. The healing on Death Coil and both aspects of Unholy Aura (healing/movespeed) are overpowered which is why at the pro level DK is the ONLY CHOICE for 1st hero.
A discussion about buffing CL is therefore automatically also a discussion about nerfing the DK:
Death Coil
Mana: 75 -> 90 (Grossly undercosted healing efficiency)
Cooldown: 6 -> 8sec (The low 6sec cooldown makes it too spammable)
Level 1: 100 dmg / 200 heal -> 120 dmg / 120 heal
Level 2: 200 dmg / 400 heal -> 240 dmg / 240 heal
Level 3: 300 dmg / 600 heal -> 360 dmg / 360 heal
Increasing the damage encourages its use as a KILL SPELL, not a friggen heal. The DK is not a damn priest. (The heal on levels 2 and 3 is still good enough to be worth casting and there would no longer be any overhealing wasted on Ghouls)
Unholy Aura
Level 1: 0.5 hp/sec, 10% move -> 2 + 4% dmg / 8% move
Level 2: 1.0 hp/sec, 20% move -> 3 + 7% dmg / 14% move
Level 3: 1.5 hp/sec, 30% move -> 4 + 10% dmg / 20% move
The healing component of Unholy Aura should be moved over to Devotion Aura on the Paladin and replaced with a damage buff component. The DK is a KILLER not a damn priest. (Oh by the way, such a damage component would make Ghouls dangerous AF) The move speed portion is just flat OP and needs to be nerfed. (Endurance Aura speed nerfed as well.)
Now on to the CL.
Impale
The invulnerability granted to targets and the unusability of it on rooted targets are BUGS and need to be fixed. THATâS IT. Otherwise itâs a good ability.
Spiked Carapace
This ability only needs relatively minor tweaks to become good. The problem is that being only % based damage return makes it not very noticeable vs weak attackers like Footmen so as suggested elsewhere in this thread it needs a flat damage component added to the returned damage. Also, as mentioned the +armor doesnât give it quite enough oomph.
Level 1: 15% return / 3 armor -> 3 + 10% return / 8% damage reduction
Level 2: 25% return / 5 armor -> 5 + 15% return / 14% damage reduction
Level 3: 35% return / 7 armor -> 7 + 20% return / 20% damage reduction
The % returned is calculated before the reduction. This kind of flat damage reduction is extremely powerful and would synergize well with his ult making him VERY hard to kill while the ult is active. Another poster in this thread suggested 55% damage reduction at level 3. That would be OP as hell and make the CL nearly unkillable.
Carrion Beetles
These are much easier to fix than I think people realize. First of all, trying to summon 6 of them is a pain in the ass so why should there be 6? Cut that number in half down to 3 at a time max. Now we can make each Beetle much stronger.
What about them feeding EXP by being dispelled? Well hereâs the thing about that, all summons have one thing in common: they exist for only a limited duration. Carrion Beetles are permanent so guess what? THEYâRE NOT SUMMONS. Make them considered to be standard units that cannot be dispelled.
Also, someone else suggested in this thread that at level 3 they should be given a mini-bash of 10% chance for 0.5 stun / 0.1 hero stun which I think is a great idea! Iâd also add +10 damage to that bash proc.
Since weâre making the Beetles much stronger their mana cost and cooldown need to be doubled so they canât just be spammed right after theyâre killed in combat with the enemy.
Mana: 30 -> 60
Cooldown: 6 -> 12sec
Level 1: Take current level 2 stats and put them here.
Level 2: Take current level 3 stats and put them here. (Can Burrow)
Level 3: Create new stats along the same progression as if there had been a level 4 version of Beetles. (10% mini-bash)
Mini-bash:
Chance: 10%
Duration: 0.5 sec creep / 0.1 sec hero
Damage bonus: +10
Carrion Beetles can be further made much more useful by nerfing Rod of Necromancy and tweaking Ritual Dagger. Currently Rod of Necromancy is a creeping crutch that makes Ghouls and Beetles totally obsolete for creeping in the early game. It should have 3 charges and summon only 1 skeleton that is somewhat tougher but is really just there to tank damage away from Ghouls / Beetles at the start of a fight with creeps. The summoned skeleton should not always be expected to survive the fight.
Ritual Dagger should be tweaked to have a more powerful effect but not usable on summons. Now that our Carrion Beetles are no longer summons they become much more valuable in how they interact with Ritual Dagger since they can be used in place of a Ghoul or an Acolyte.
Ultimate
This only needs minor âease of useâ number tweaks such as possibly lowering the mana cost and/or the cooldown as suggested by others in this thread. (Mana down to 120 and/or cooldown down to 150sec?) Itâs actually a decent ult that makes the CL MUCH harder to kill while itâs active.
**Edit: Corrected the item name Sacrificial Dagger -> Ritual Dagger