First off this is not a rant or complaint but rather just an overall review and observations.whike I know he is new I received Aegir on October 1st and have been toying with him since.
While my opinion is he is very sub par for a 5* let alone a hero of the month and not worth final ascension, I will try to explain using facts as much as possible rather than opinions. Let’s begin:
• His special only effects himself and nearby allies. This right off the bat means he should not be used in the furthest most right or left flank. While it is obvious he was mentioned to tank in the center or first right/left flank, it means he is or was pidgen holed to a specific position right from the get go
• His ability speed is average lasting 3 turns (other than self heal.) This means Aegir can potentially cast his ability and never a hero may never benefit from it. Weather if a nearby hero is never hit or does not have enough time to attack themselves, the ability can be negated no only by avoiding the heroes under the effect or just by game mechanics alone.
• His healing coponent only works on normal attacks. This means matching tile colors when attacking or auto attack on defense. While it maybe nit picking using a hero like Boril’s perfect reposit with Aegir does not heal when Aegir counter attacks. The same when using heroes that grant minions such as Athena. While the minion is attacking not the hero, when a minion hits a hero of the opposite color it dies increased dammage as if coming from that specific hero. Likewise hitting a hero that us your dominate (such as blue hero hitting green) the minion damage is reduced. This seams like a double standard that Aegir gets penalized twice for.
• His ability is easily countered by a simple clense. A 4* hero can completely counter a 5* with an ability many heroes have in multiple color variations.
• The shared health life link is mediocre at best. Only ranging his nearest allies vs Wilbur (a 4*) linking all 5 heroes together. Now yes Wilbur also casts life link on his enemies a simple clense removed it from all enemies. But for Aegir linking only 3 heroes including himself, you are not gaining much benefit excluding single target snipers. Any hero that hits your entire team will do the same damage to your heroes weather life link is active it not. The same goes for heroes specials that target 3 heroes and hit your 3 heroes under life link. The damage will be distributed among the 3 heroes reguardless.
• The life link can do more harm than good. While Aegir grants a armor buff to nature this can be circumvened with standard mechanics. Let’s say Aegir is in the center position, a red hero to his left, a green to his right. Your opponent stacks blue, and waits for Aegir to use his special. One the special is active the trigger all of thier blue heroes on the red hero to Aegir’s left. The blue damage is increased against red and then shared to Aegir and the other hero linked. To add insult to I just if this does not work out your 3 linked heroes in one turn they can ckense the ability before any bonus could result if the ability.
• The armor boost can be negated without clense, with using a hero that has armor reduction such as Grimm. While this is not as effective as a clense it can negate a portion of the special.
So is there anything that can be done to add synergy to Aegir or tweak him without making him too strong? I maybe biased due to being jaded by this hero but here is my opinion:
Add one more turn to the duration of the life link but keep it dispellable. Or maybe make it if the duration does not last the full 3 turns 25% of the Mana cost is returned to the hero.
Make the life link reach all 5 heroes. With it being dispellable and the fact the damage is still received I don’t think this is unreasonable for a 5* hotm.
Lastly add a slight change to the healing coponent of the ability for specials. Make it "100% of normal damage and 25% of special damage is returned to the hero as health.
Any other constructive ideas?