I made a graphic to show the DPS of 7 skills used to buff attack speed. These analyzes are based on a unit with 1 attack per second and 100 damage per attack.
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The vertical axis shows the TOTAL DAMAGE done and the horizontal axis shows the time passed.
The chosen skills were:
1 - Fervor
2 - Phantom Strike
3 - Overpower
4 - Geminate Attack
5 - Press the Attack
6 - Hunter in the Night
7 - Inner Beast
The total damage for active skills was calculated considering that the unit used the skill as soon as it could be used again. For Balanar's Hunter in the Night, it was considered 6 seconds at day and 6 seconds at night.
The total damage in the end of 12 seconds for each skill:
1 - Fervor - 2100
2 - Phantom Strike - 1800
3 - Overpower - 2000
4 - Geminate Attack - 1600
5 - Press the Attack - 1680
6 - Hunter in the Night - 1650
7 - Inner Beast - 1680
As you can see, Fervor has the best score in this comparison. It is problematic because (1) mana costing skills has worse damage results if compared to this passive and (2) similar passives are worse. If we take into account the specifications of these skills, Fervor would still be in the top score due to the potential consecutive bash hits at any point of the game, resulting in "permanent stun". 1v1 melee matches against Fervor/Bash combo are very unfair. The only way to actually counter it as a meele hero is taking Craggy Exterior (Tiny).
So, my idea on Fervor rework is make it work in the inverse:
At level 4, it will give 120% attack speed for the first attack, 100% for the second, 80% for the third, 60% for the fourth and 40% permanent bonus. Every second without attacking will increase the bonus by 20% until 120%. Attacking non-hero units reduce 10% for each hit.
With this rework, the score (total damage) would be 1740.
This change will turn the skill into usefull passive and not mandatory skill for melee bashing heroes.