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Eona is a support that manipulate the time, giving many advantages to her team. she has a very good engage, especially agains tanks with her trait, making her attacks against heroes damages depending for theyr remaining life, but she is completly UNABLE TO KILL an enemy hero her kit gives her mobility, heal and control. her first heroic is a totaly new concept : REWIND THE WHOLE GAME ! the second one helps her team to kill a tanky target, or at least make him flee... Statistics Health 1,340 Mana 500 Atk Speed 1/s Damage 120 Range 5,5 |
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Armor of past. When casted on an ally, one second in the past grants 25 armor for 2 seconds. The cooldown and mana cost reduction is now at 30% heal |
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Controled lock time lock can now be casted on a ally. Cast lock in time in another team than the last one decrease its cooldown by 2 seconds and refund half of its mana cost |
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Eye of future Secondary ability 40 seconds cooldown , global range. radius : 5,5 Reveal a medium aera for 5 seconds. |
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Safe travel One second in the future grants a shield equal to 30% of your missing life for 3 seconds. |
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Absorption. Basic attacks heals for 15% of damages dealt to heroes, and bounce up to one non heroic. |
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Rejuvenation. Quest: Gathering a Regeneration Globe increases your Health Regeneration by 2 per second, up to 40. Reward: After gathering 20 Regeneration Globes, you also gain 300 Health. |
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Superentropic strikes. entropic strikes damages against heroes are increased up to 6% of remaining life. |
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Past perfect One second in the past can be casted on enemy heroes. If the previous target was an ally, also decrease enemy armor by 20 for 2 seconds. |
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Secondary effect Time lock (casted on an enemy) also deals an amount of damages equal to 7,5% of enemy's remaining life, and removes all his beneficial effects. |
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One second and a half. One second in the future's effect is now scalled with 1.5 seconds. |
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Time mount Increases mount speed up to 40%. When unmount, speed decays over 1 second. |
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Purify secondary ability 45 seconds cooldown Activate make an allied Hero Unstoppable for 1 second. |
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Hard lock Time lock duration is increased by 0.5 seconds. can now be reactivated to stop stase. |
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Slowing strikes basic attacks slows enemy by 5% for 1.5 second. stacks up to 5 times. attacks refresh duration |
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relativity 40 second cooldown , range : 6 Decrease targeted enemy move speed by 20% for 2 seconds and increase own move speed by 20% for 2 seconds. Kill an enemy hero reduce cooldown by 20 seconds |
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Rewind again decrease rewind cooldown by 50 seconds |
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Fast end end of life delay before life loss is now 3 seconds delay before life recovery is now 2 seconds |
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Alternative timeline secondary ability cooldown : 40 seconds creates a decoys of eona (this decoys have entropic strikes). decoy have half of her life. last 5 seconds |
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Quantum break upon dying, eona roots all nearby enemies for 1.5 seconds. (radius : 4) Reduce Death Timer by 20 seconds |
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The overall issue with this concept is that she's overcompensated in multiple ways that is unfair to play against due to her only weakness being that she's unable to kill enemy Heroes on her own. Starting from the top:
Stats: After reading through the whole concept, her Health is a lot for a Hero that can do too many things except for killing a Hero. She has more Health than exactly half of Ranged Assassins in the game despite having a potentially higher damage than most of them (her trait).
Attack Damage being 200 is also a lot. It's less than Stukov's and more than Hanzo's, but those two have the lowest Attack Speeds in the game (0.67/s). 200 damage per second just makes her overwhelming, and even though this doesn't damage Heroes (at least according to her trait), this means she can clear waves relatively fast and deal considerable damage to Forts/Keeps and Mercs.
Also why is her Mana 490? With the exception of Probius, all Mana users in the game have a starting 500 Mana. Having 10 less Mana than other Heroes is really not that much of a compensation nerf if that was the goal.
Now onto her kit:
Entropic Strikes: Permanently active percent-based damage, especially on a Support is just broken. Tank becomes extremely miserable to play into this Hero cause percent-damage ignores all armor. We do have traits in game that do percent damage (i.e. Tychus's Minigun and Malthael's Reaper's Mark, but Minigun has a set duration and forces Tychus to stay still to shoot, while Reaper's Mark is a DoT (can be healed with more ease)). Entropic Strikes is instant and is permanently active, almost no way of countering it without avoiding engagement entirely.
Additionally, it feels disconnected from the rest of her kit (I don't know where this character is from, but it's irrelevant, because even thematically based on description, it doesn't seem to be making much sense). For a Hero that's all about time manipulation, it just feels out of place.
(Also if I'm reading correctly, none of her abilities deal direct damage, meaning this is exclusively for her Basic Attacks.)
One Second In The Future: This is just overloaded even before any talent selections. Dash (uninterruptible by most means except for hard CC), cooldown reduction on all abilities (assuming it also includes Heroic Abilities and Active Abilities from talents?), reduced hostile effect duration (realistically just Slows and DoT) and doesn't dismount, on an 8 second cooldown? What's the logic behind it not dismounting? No ability in the game outside of Attack Modifiers retains mount. She becomes impossible to catch by most Melee Heroes in the game.
One Second In The Past: This is basically Tracer's Recall, but on a Support ability. Certain matchups become frustrating to play against. Imagine a Hero takes damage from Pyroblast, then One Second In The Past is used, completely nullifying that. Not to mention this is on a Basic Ability with such a short cooldown.
Time Lock: This is Chromie's Time Trap basically. It would've been fine, but the fact it's point-and-click targeted makes it unfair to play against. Once again, on a Basic Ability with a short cooldown.
Before moving onto the Heroic Abilities, I want to mention that as it stands, her kit doesn't have much synergy with itself. I understand she is meant to be a Support, but all of her Basic Abilities (and trait) do completely different things without them needing to be played in any specific order.
Rewind: Firstly, the cooldown is far too short for an ability that affects every aspect of the game. I'd make it either 180 seconds or even more.
Second, this ability is mostly feast-or-famine. Assuming that this also includes cooldowns, Health, etc., there is a high chance that this ability achieves nothing, since in 3 seconds prior, abilities might still be on cooldown and an ally might still be on the brink of death, but I'm imagining that if that is not the case, then Rewind basically makes every engagement meaningless to the enemy team (revived Forts/Keeps for example).
End of Life: I genuinely cannot tell what this ability is supposed to do.
enemy cannot receive any heal while at 1 hp.
So does that mean that it does nothing? Or does it mean that while the enemy is at 1 HP, they can be killed? If it's the latter, then this is straight up broken no matter what. A point-and-click ability that essentially guarantees a kill regardless of Health and only on a 70s cooldown is just completely unfair game design. Even if she can't kill Heroes by herself, she is likely accompanied by an ally or even Minions that are targeting this Hero.
Onto her talents, and there's a lot I want to talk about:
Eye of Future (Lvl 1): AoE cooldown reduction in level 1 is unbalanced, not to mention that it Reveals as well. I'd move this to level 16 to be better balanced.
Absorption (Lvl 4): Against Tanks, she becomes basically immortal.
Past Perfect (Lvl 7): The description is vague. Does it damage enemies? If so, how much?
Secondary Effect (Lvl 7): Does the damage from Time Lock also stack with Entropic Strikes?
Time Mount (Lvl 13): This is officially the most uncatchable Hero ever. 160% MS during mount means she can zoom across the map relatively fast. Also this remains for 1 second when unmounting? There is no way she'll ever be caught. (Also Q already doesn't dismount her for some reason, this talent makes it more broken than it already is).
Purify (Lvl 13): Way too short of a cooldown for a cleanse. Cleanse talents in the game are between 40 to 90 seconds. Plus I'm assuming her Q also reduces this cooldown?
Relativity (Lvl 16): Again, point-and-click targeted makes it more oppressive than it is. Also having it reset on takedowns is too much for a level 16 talent with an already short cooldown. I'd move it to level 20.
Rewind Again (Lvl 20): The game just becomes too frustrating to play at all cause of the constant Rewinds. The ability itself already does way too much.
Alternative Timeline (Lvl 20): Giving decoys Entropic Strikes is just broken. Tanks melt significantly faster than they already do.
Quantum Break (Lvl 20): Multiple issues with this talent: 1-With her kit, she is very unlikely to die in the first place (mobility, Stasis, etc.) 2-Talents that benefit dying are poor design in general. 3-Death Timer reduction by 40 seconds is just miserable to play into. At level 20, Death Timers are 50 seconds. Meaning she respawns in just 10 seconds when she dies with this talent. At further levels, this increases by only a small amount. Broken.
Unfortunately, this concept doesn't seem to clarify what this Hero's role is meant to be. Is she a Support? An Assassin? A tank-buster? Not to mention that outside of the broken mechanics of time affecting the whole game and that her kit and talent tree seem to have no synergy with each other, she feels too forgiving to play for what she does thanks to none of her abilities being skillshots.
Decent concept in theme, but extremely broken in terms of balance.
Im not a oro in balance, so i usually trust comments to improve my concepts.
Ill try to answer every point :
- concerning stats : 490 mana is probably a mistake in copy-past. Ill reduce attack damages and health.
- concerning entropic stike : yes its overpower against full life tanks, but i dont think its really OP in all over situations. Ill reduce to 4%, and 6% with superentropic.
I imagine her touch makes people older,
I wanted this character unable to kill. Deal damages based on remaining life is my solution.
Cooldown reduction is considerated into other cooldowns
Ill increase its cooldown to 10 seconds
Concerning dot : i think it doesn't decrease damages taken : one second of dots are instantly dealt.
Reduce duration of hostile AND beneficial effects
Dashs ARE interuptible. Teleports aren't.
The "doesn't unmount" effect is important for me. I dont think it makes her that uncatchable : being mounted usually means allready out of combat, and travel distance in one second between mounted and unmounted doesn't look so big...
There so many ways to avoid pyroblast damages... (Thats why i think its one of the worst ults of the game)
Ill increase cooldown.
I think this ability is worse than uther's hammer. Compared to time trap, its (basicly) unable to stase allies.
Ill decrease range and increase cooldown.
Second, this ability is mostly feast-or-famine. Assuming that this also includes cooldowns, Health, etc., there is a high chance that this ability achieves nothing, since in 3 seconds prior, abilities might still be on cooldown and an ally might still be on the brink of death, but I'm imagining that if that is not the case, then Rewind basically makes every engagement meaningless to the enemy team (revived Forts/Keeps for example).
I understand its a srange one, but i really love it, and as you say : "feast or famine"
I increase cooldown to 120 but no more.
-concerning end if of life the idea is to tell to an enemy : " you have 4 seconds to hide or you'll die". But you come back quickly.
Aim is to firce a hero to lrave the combat for a short moment. (The targeted hero SEE the countdown)
Ill decrease range, to make it more risky.
-eye of future : removed CD reduction
Not sure about that. Ill say tanky against full health tanks. Still fragile in all other situations.
Reduced to 15% of damages dealt.
Past Perfect (Lvl 7): The description is vague. Does it damage enemies? If so, how much?
Same effect than on ally : make them health as it was one second before. (And yes it can nulify big heals, like ana can with a good grenade)
I dont undertand question : when stasis ends, the enemy loses a portion for his remaining health...
Ill reduce from 10% to 7,5
Reduced to 40%.
My bad its a mistake. Set to 45 seconds
Stays at 16. Reduced to 20% Speed. Takedowns reduce cooldown instead of refresh.
Only one decoy now.
-reduce quantum break death timer reduction to 20.
Decent concept in theme, but extremely broken in terms of balance.
Once again, im not a pro in balance, see more the "general ideas"
I know this concept breaks the code, but breaking cides is exactly why i love HoTS more than other MOBAs...
Thank you again for your constructive comment. Dont hesitate to continue. And excuse my english!
Oh that's okay. I mostly looked through this concept with HotS's current stats in mind.
All good! The only part I had a problem understanding was End of Life's description. The rest were pretty understandable :)
Any suggestions to make it more understandable?
Does the concept looks better now?
"Sentence a targeted enemy Hero to a delayed death. After 4 seconds, their Health is reduced to 1. If not killed, their lost Health is restored after 1 second."
I think not receiving any healing during that 1 second period is unnecessary since they are already likely to die anyway (unless they got a healer or a stasis/invulnerability of some sort).