You should record your screen instead of posting dozens of pictures. And try not to succumb to the "every single thing online must be clickbait" trend. Please. ty
The basic design is sound but both balancing and implementing it would be a huge pain in the ass. Echo Shard is already quite strong, viable on most heroes.
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I'm on the receiving end here, felt like enemy team cohesion and lane mechanics were pretty much flawless while my team couldn't make anything meaningful happen.
I think I understand the 1 but you could improve the phrasing a lot.
2 seems extremely weak, thematically, I think it also needs to allow him to phase into terrain.
3 is solid but would require an interaction with ult
4 is definitely good enough to build a hero around, but overall the whole kit...
Active Reload and carrying Urn can make everyone in the match drop a frame by attempting to reload. I think it's due to this change to AR:
"- Active Reload: You can now reload while already full when carrying this item"
Drawback to justify the low CD on ult: while Fixate is active, Masque's hero model projects a x2 sized "mask" head hitbox which also increases the normal critical modifier.
Many more items (16 versus 4) give Out-Of-Combat HP Regen than flat and 3 of the 6(7) items granting Barrier are an enemy triggered condition.
-Reactive Barrier is removed
New Item
"Agile, Arcane, and Armored"
1600 Soul Vitality item building from Extra Stamina
+1 Stamina
+20% Stamina Regen...
What if each of the five abilities has an ultimate like effect, and has "permanent" effects on use, and they all have that uber long cooldown. No idea if you can make skill upgrades work that way
There's gotta be a better way to do it than a straight up swap and a stat stick that's way too big. You have a cool theme here.
Imbue an ability which is charged up by landing shots, same mechanic as Tankbuster. When this ability is chambered, it calculates damage based on weapon investment...