It's pretty obvious that everyone here has a different concept of balance. Add in to the fact that the only people that play LoL are us - meaning less opinions, and that makes balance virtually impossible to achieve.
When I make a hero, I try to make it somewhat almost useful lategame, when all the creeps have upwards of 700 hp. The problem is, NOTHING scales. There are maybe 5 abilities in the map that I know of that are as good at 40 as they are at 25.
So reduce the level cap. You have 17 levels of absolutely nothing but stats, and to assume having an extra 17 levels of HP and armor is not going to make spells weaker is sheer naivety.
Chaos Warden's ability to stay in a lane forever may not be balanced, but I could never tell you that, because right now:
1) Experience comes too fast which means lane control has little effect on gameplay
2) There is NO penalty to dying except 30 seconds of not gaining experience, and nearly no reward for killing
3) The map isn't complete
Let's look at the Walker as an example. The problem with him was that he could potentially do 3000 AoE damage in a very short period of time. Okay, that's rediculous. Overload was nerfed, and, oh wait! Now the walker is fucking useless. Grats guys.
You nerfed the wrong part of the spell. Even if you lost 200 hp/s, all you had to do was position yourself beforehand (surge helps), press a few hotkeys in quick succession, and there you go, 1.8k aoe damage at the cost of 200 hp lost. You could add a regular release charge to the beginning of the combo for another 1.2k damage, but the extra hotkey click might make it too complex. And don't tell me either of those become weak late game. It doesn't 1-shot heroes anymore (as a matter of fact it never should), but you still clear entire creep waves as easily as early-mid game.
This is what is going to happen. Crush is going to have a THIRTY SECOND COOLDOWN. The stun will be 1/2/3/4. It will now deal a heavy amount of damage (as opposed to like 60 at level 4). Bash will have a 1/1.5/2/2.5 stun. It will still deal a heavy amount of damage.
I disagree with both of those. Crush is an AoE spell that isn't an ultimate, which means it's his staple, especially because it's his only active spell. Even with those numbers, 4 seconds for an AoE stun is as much as Black Hole, ffs. 30 seconds is too long of a cooldown too. I guess a moderate damage buff wouldn't harm.
Bash should NOT scale in stun time. Fuck that with a 20 foot pole. Bash is one of the few abilities that becomes retarded late game because the factor that scales it is attack speed, which improves on every hero. More stun time gives it a much higher threshold to achieve permabash. Attack speed and % chance alone should be enough for plenty of bashes. Anything more than 1.2 stun time is just awful.
And while I'm on stun durations, Eviscerate needs a nerf. I was watching Aiurs play Stabby one game, and he'd just run up and Eviscerate - without hitting them at all - and it stunned them for 5 seconds, more than enough time for a teammate or even himself to completely rape the enemy. It also has a fast cooldown and NO manacost. How the fuck can you possibly think this is ok?
As for singularity, why does it have a DoT that procs on any unit that comes near him? And it's not like it goes away when you get out of range, it KEEPS DAMAGING. I was playing around with Talker in single player, and I kited a creep wave for like 2 seconds with level 2 singularity, and that was enough to take every unit down by at least half. Complete bullshit for a PASSIVE? Yes.
His ultimate is pretty retarded too. When I was playing Slardar and I tried to run from the Talker, he could actually keep up
, which means he has 522 ms. All of this culminates into a tank that you can't possibly kill unless the user does something stupid, or the guy playing against him is exceptionally clever. Or both. As for Slardar, 100% movespeed bonus for a passive is kiiiiiind of ridiculous. Not only does it take nowhere near 100% to give someone 522 ms, but the leftover bonus takes effect when a slow is applied and he STILL has 522 ms.
Don't try to tell me I don't understand balance just because I didn't make the map. I know I'm the only one except maybe Arcan that's played DotA at even a remotely competitive level. Most complaints that people at SS make about its balance are non-existant in organized games. I know how its mechanics work, and about 80% of them also apply to LoL and every other AoS. And the fact is, our LoL games are far from organized, and that blurs the concept of balance further, because everything is so much different when people really try to put line-ups together and coordinate spells. So basically my entire post is meaningless.