Hyperphosphorylation (Heroic R)
Coalescence has
30 seconds reduced cooldown and can now be affected by Moira's
Give and
Take forms, allowing it to focus purely on healing or damaging with
50% increased effectiveness in either field. Can be toggled on and off.
Passive: While Coalescene is active, Give or Take’s cooldown is reduced to
1 second and it can also be used during Coalescene.
Undreamed Potential (Heroic R)
Rigorous Testing (
Give) grants Unstoppable for
1 second, and
25% of the damage the affected allies deal to enemy Heroes now also contributes to the healing received for the duration.
Rigorous Testing (
Take)’s Root also Silences enemy Heroes for
2 seconds, increased to
4 seconds if only one Hero is affected.
Desperate Breakthrough (Q)
Biotic Grasp (
Give) can be used even when Moira is out of
Biotic Energy, but it drains
6% of Moira's maximum Health with each second of usage when out of
Biotic Energy. This cannot be used while below
10% Health.
Biotic Grasp (
Take)'s duration is increased by
0.5 seconds when Moira is Basic Attacking an enemy Hero while it is active.
Passive: Increase Biotic Grasp (
Give)’s healing by
25% and Biotic Grasp (
Take)’s damage increase by
50%.
Cross-orbal (W):
Upon a full depletion, a new Biotic Orb is cast from the location of the last Hero it was in contact with and flies towards the nearest Hero depending on the type of Orb.
Fade to Black (E)
After using Fade, gain Stealth for
6 seconds and regenerate up to
60 Biotic Energy while it is active. Moira is Unrevealable for the first
0.5 seconds of the Stealth, and remaining stationary for
1.5 seconds makes Moira Invisible
>Basic Attacks
1)If I am reading this correctly, her Basic Attacks heal for 116 per second at Level 0, which is impossible to overwhelm without CC. She would dominate every duel.
2)She has more DPS than most Ranged Assassins. This is not okay.
>Biotic Grasp (Give)
1)Making it heal allies after it ends makes it look like you should spam it off cooldown. I suggest removing this part and slightly increasing the healing, or making it only activate after the target has been healed by Q for a few consecutive seconds.
2)Making the beam change its direction with your cursor is clunky. You would be unable to go backwards without losing healing. It should work like D.Va's [Defense Matrix], where pressing the button again changes the direction and pressing the Trait/D button cancels it.
3)It is impossible to evaluate how good this Ability is without knowing its range and radius.
>Biotic Orb (Give)
1)"Launch an orb that heals you and allied Heroes for 33 (+4% per level) health every 0.25 seconds every 0.25 seconds to enemy heroes" does not look intentional.
2)It is strange to mention that it goes to 70% of its speed while healing without showing its actual speed. It would also help to add its radius.
>Fade
The description is vague. I cannot tell if it works like Fenix's [Warp] or Tassadar's [Shadow Walk].
>Biotic Grasp (Take)
1)This Ability could have probably been fine without the absurd damage and healing on her Basic Attacks.
2)Does the explosion restore Biotic Energy? If yes, by what percentage of damage?
>Biotic Orb (Take)
1)Just like its (Give) version, the description lacks information. It is especially important for this one, as its damage is quite noticeable. I suggest adding all the numbers, like speed, radius, range, etc. to the (Give) version so that you can that the (Take) version shares those properties with the (Give) version.
2)What percentage of its damage is converted into Biotic Energy?
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Before I get to her Heroic Abilities, I would like to know why you did not just add the (Take) forms of Biotic Grasp and Biotic Orb to the Primary Abilities, right below their respective counterparts. It would have made the concept much easier to read.
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>Coalescence
This one REALLY needs the width and range numbers. It can go from situational to overtuned depending on how safe it is to use.
>Rigorous Testing (Give)
1)This is, unfortunately, beyond broken. Even without knowing the radius, it is a full cleanse that gives basically 50 Armor that can stack with other sources of Armor, and it cannot even be interrupted.
2)Upon reading again, I realised that it heals AFTER 4 seconds have passed, which makes me question why the description does not match the actual effect. It should say something like this:
"Instantly remove all damage over time and disabling effects from nearby allied Heroes. After 4 seconds, affected allies heal for 50% of the damage they took over this period."
3)The point still stands. It is almost impossible to play around.
>Rigorous Testing (Take)
1)This sounds like a much better version of Mephisto's [Durance of Hate].
2)Again, the lack of information on its size and speed makes it difficult to evaluate, and with enough area can be extremely strong due to how much CC it provides.
>Biology's Habits
I am not sure how anyone is supposed to play against this. It will be impossible to punish her.
>Touch from Afar
This effect is impossible to evaluate due to the lack of info on its radius.
>Unstable Experiment
I do not see why this needs to damage you. It does not synergize with anything, the damage is miniscule, and it overall feels out of place.
>Sacrifices For Science
This is bad design. It has been proven many times why talents that reward you for dying do not lead to anything good.
>Extended Reach
Same problem as with [Touch from Afar].
>Shade
I do not think it is a good idea to give Moira a stronger version of Zeratul's [Wormhole].
>Necrotic Orb
1)No need to say that it ignores non-Heroes when the description already mentions that it can only damage Heroes.
2)This one needs an extended description too.
>Cellular Renewal
This is the most overpowered effect in this concept. It is incredibly easy to stack to an absurd degree.
>Cytoplasmatic Shackles
What is the chain radius?
>Desperate Breakthrough
This one cannot kill you... right?
>Cross-orbal
Is it supposed to be infinite?
>Fade to Black
I do not think Stealth fits her kit. It is also really weak compared to her other Level 20 talents.
I've updated all abilities and talents that require property descriptions (range, radius, etc.). Hope this clarifies them more now.
I've integrated the Biotic Grasp (Give) changes as they indeed sounded more balanced than what it initially was.
To clarify some parts:
1)This Ability could have probably been fine without the absurd damage and healing on her Basic Attacks.
2)Does the explosion restore Biotic Energy? If yes, by what percentage of damage?
Yeah the explosion also restores Biotic Energy. 25% of the damage dealt (as with all Take abilities).
1)"Launch an orb that heals you and allied Heroes for 33 (+4% per level) health every 0.25 seconds every 0.25 seconds to enemy heroes" does not look intentional.
A leftover of the old version of the concept where both versions of Biotic Orb were in the same ability description. Thanks for pointing it out ^^
1)Just like its (Give) version, the description lacks information. It is especially important for this one, as its damage is quite noticeable. I suggest adding all the numbers, like speed, radius, range, etc. to the (Give) version so that you can that the (Take) version shares those properties with the (Give) version.
2)What percentage of its damage is converted into Biotic Energy?
I added in the trait description that 25% of the damage dealt to Heroes with Take abilities are converted to Biotic Energy. I was initially hesitant because I didn't know how this would look in the actual game, but I think 25% is sufficient.
The description is vague. I cannot tell if it works like Fenix's [Warp] or Tassadar's [Shadow Walk].
Yeah it's supposed to work like Fenix's Warp. I updated the description (I personally felt like having it work like it does in Overwatch would've been too clunky, hence this version).
I added them there to make the whole thing look less cluttered, but now that you mentioned it, secondary abilities are likely for active abilities above the ability UI. I moved them to be below their Give counterparts.
1)This is, unfortunately, beyond broken. Even without knowing the radius, it is a full cleanse that gives basically 50 Armor that can stack with other sources of Armor, and it cannot even be interrupted.
2)Upon reading again, I realised that it heals AFTER 4 seconds have passed, which makes me question why the description does not match the actual effect. It should say something like this:
"Instantly remove all damage over time and disabling effects from nearby allied Heroes. After 4 seconds, affected allies heal for 50% of the damage they took over this period."
3)The point still stands. It is almost impossible to play around.
I changed it to be only 25% of the damage taken instead of 50% to make it far less oppressive and more counterable. I wanted the damage conversion there to give the ability more depth than just AoE cleanse (cause otherwise AoE cleanses already exist baseline in game).
I do not see why this needs to damage you. It does not synergize with anything, the damage is miniscule, and it overall feels out of place.
Yeah this was a leftover from the old versions of this concept where Fade had a shorter cooldown and I wanted it to have some drawback. It's removed now.
This is bad design. It has been proven many times why talents that reward you for dying do not lead to anything good.
That's true. I'm still brainstorming replacements for it.
I do not think it is a good idea to give Moira a stronger version of Zeratul's [Wormhole].
I can see where the concern comes from, but I should probably clarify that the teleport back doesn't provide Invulnerability/Stasis. Also reduced its duration for better balance.
This is the most overpowered effect in this concept. It is incredibly easy to stack to an absurd degree.
I changed this. From 50 per 1000 Health healing to 10 per 10000 Health healing dealt. At 100k healing, it only increases the cap by 100 now.
This one cannot kill you... right?
No it doesn't. I added in its description now. Thanks for pointing it out.
Is it supposed to be infinite?
Technically yes, but it requires the orb to be fully depleted, not just expired on its own.
Beam Range: 6
Beam Width: 6
AoE: Reverse Triangle (the closer it is to Moira, the smaller its radius gets)
I recommend using Radius(m) and Arc(degree) values for such Abilities. Tychus's [Overkill] works similarly.
Missile Speed: 20
Orb Radius: 2
I think you can increase the radius to 2.5. It is currently smaller than Morales's [Displacement Grenade].
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Since you are updating the descriptions, I have some suggestions:
"Increase the duration of Regeneration Globes on Moira by 100%. While Moira is being healed by a Regeneration Globe, the additional healing of Biotic Grasp (Give) is increased by 30."
"Upon arriving with Fade, deal 120 damage to nearby enemy Heroes and reduce their Attack Speed by 50% for 1 second.
Radius: 6"
"Upon arriving with Fade, nearby allied Heroes gain 25% Movement Speed and Evade enemy Basic Attacks for 2 seconds.
Radius: 6"
Wait, is this a skillshot or not? The description implies so, but its radius is extremely big for a projectile.
Since it can no longer reduce your Health below 1, it should probably have a limit like "Cannot be used while below 10% Health."
Yeah it's supposed to be a skillshot. The radius was meant to be 2.5 (same as Biotic Orb), but I overlooked it before. It's 2.5 now.