Harry23
New member
Hero name: Timeframe
Auto attack primary: Medium range gun (Splitter)
Falloff Range: 25m to 50m
Character design:
Solo, Technological, Glass, Evasion
Core Idea, Backtrack (Ultimate):
Activating Timeframe’s ult arms Backtrack (it lasts 15 seconds) and creates a visible warning (enemies can tell the ult is active). While it’s active, Timeframe can reactivate the ult again to start Backtrack for 7 seconds.
During Backtrack, Timeframe, allies, and enemies continue playing normally. When Backtrack ends, everyone instantly returns to the position they were in when Backtrack started (7 seconds earlier), and their ability cooldowns revert to the values they had at that moment (7 seconds earlier). Hero health is not affected by Backtrack.
If Timeframe doesn’t trigger Backtrack during the 15‑second armed state window, the ult simply ends and goes on cooldown as normal. Enemies can tell Timeframe’s ult is active/armed, but they do not know when Timeframe starts Backtrack.
1st ability (skill shot, works like Drifter Stalker’s Mark, can self-target):
Shoots a hero with tech that rewinds them to where they were 3 seconds earlier. Can target allies and enemies.
2nd ability (Passive, similar to Mina Love bites)
Shooting an enemy multiple times creates a split (teleport point) that allows Timeframe to teleport to that location. The Split lasts 3 seconds.
3rd ability (idea 1):
Creates a timewrap (becomes invulnerable and untargetable), protecting Timeframe from Backtrack position rewind. Cooldowns are still Backtracked. Timeframe cannot move during timewrap.
3rd ability (idea 2) (Passive, AOE, toggleable):
Gains resistance to weapon and spirit damage when Timeframe takes damage. This also heals Timeframe and nearby allies based on how much damage he receives. Toggle to switch into an offensive mode that increases Timeframe’s weapon damage against enemies.
4th ability Backtrack (Ultimate):
More on Backtrack
What Backtrack affects: Hero location and ability cooldowns.
If a player loses health or gains health, they keep it when Backtrack ends.
Damage over time abilities function as normal (Pocket Affliction, Bebop Sticky Bomb, Apollo Itani Lo Sahn damage).
Dynamo quantum entanglement, Pocket Enchanter’s Satchel, Mirage Tornado. Can be used to escape backtrack but ability cooldowns do not Backtrack.
If an ability is on cooldown (Ability CD: 10 seconds), During Backtrack (Ability CD: goes down to 3 seconds), Backtrack ends (Ability CD: goes back to 10 seconds)
If anyone dies during backtrack they will not be revived
If Timeframe dies during backtrack, it still functions as normal
Channelling spells are cancelled and Backtracked (Dynamo Ult, Rem Naptime)
Activating Ultimate Idea:
Idea 1:
The Ult can only be Armed/activated by shooting the Ult at an enemy player (Enemy knows its active). Enemies can tell Timeframe’s ult is active, but they don’t know exactly when Timeframe did or will start Backtrack.
Idea 2:
Activating the Ult sends a beam into the sky, making it fairly obvious to the enemy team that it has been activated. Enemies can tell Timeframe’s ult is active, but they don’t know exactly when Timeframe did or will start Backtrack.
Backtrack is not refreshable by Refresher
Design decision to have 2 starts for Timeframe’s Ultimate
It creates fairer counterplay by letting the enemy know it’s active, so they stay aware and play around Timeframe’s ultimate armed timing. It also allows Timeframe and his allies to play mind games with the opponents.
Armed state: Powerful effects need to be telegraphed so enemies can respond by engaging or evading. Heroes with abilities that can escape Backtrack can choose to commit, knowing that if they time their abilities well, they can come out on top—or escape and avoid being Backtracked.
Hidden Backtrack start: If enemies know the exact moment Backtrack starts, the obvious play would be to spam all spells and ults immediately or instantly run. Making the armed phase obvious but keeping the Backtrack start hidden turns it into a prediction game based on opponents’ movement and decisions. Enemies must decide whether to commit, disengage, or hold movement abilities.
For example, if Apollo knows Backtrack is active he can ult forward and fight knowing he will go back to a safe position, but if he doesn’t know when its active or if it's even active make that much more challenging task. If an opponent runs at you, uses a movement ability or uses an Ult you might have an indication that Backtrack is active but they could also be faking to make you use your abilities or get you out of position.
No perfect information: Creates a commitment window, should you burn your movement, keep your escape abilities or should you spam it knowing the cooldown will be reset. Enemies can play around the armed state (spreadout, don’t chase into bad positions), but they can’t solve it perfectly.
Enables setups and baits: Timeframe can arm ult, force a fight, then trigger Backtrack later, after opponents overextend or spend cooldowns.
Timeframe can dip in and out of fights, which lets him survive longer and take more aggressive trades without fully committing. Because his kit is built around rewinds, teleports, and temporary safety windows. Timeframe can take a risky engage, reset spacing repeatedly, sustain and stay alive in extended fights.
Auto attack primary: Medium range gun (Splitter)
Falloff Range: 25m to 50m
Character design:
Solo, Technological, Glass, Evasion
Core Idea, Backtrack (Ultimate):
Activating Timeframe’s ult arms Backtrack (it lasts 15 seconds) and creates a visible warning (enemies can tell the ult is active). While it’s active, Timeframe can reactivate the ult again to start Backtrack for 7 seconds.
During Backtrack, Timeframe, allies, and enemies continue playing normally. When Backtrack ends, everyone instantly returns to the position they were in when Backtrack started (7 seconds earlier), and their ability cooldowns revert to the values they had at that moment (7 seconds earlier). Hero health is not affected by Backtrack.
If Timeframe doesn’t trigger Backtrack during the 15‑second armed state window, the ult simply ends and goes on cooldown as normal. Enemies can tell Timeframe’s ult is active/armed, but they do not know when Timeframe starts Backtrack.
1st ability (skill shot, works like Drifter Stalker’s Mark, can self-target):
Shoots a hero with tech that rewinds them to where they were 3 seconds earlier. Can target allies and enemies.
2nd ability (Passive, similar to Mina Love bites)
Shooting an enemy multiple times creates a split (teleport point) that allows Timeframe to teleport to that location. The Split lasts 3 seconds.
3rd ability (idea 1):
Creates a timewrap (becomes invulnerable and untargetable), protecting Timeframe from Backtrack position rewind. Cooldowns are still Backtracked. Timeframe cannot move during timewrap.
3rd ability (idea 2) (Passive, AOE, toggleable):
Gains resistance to weapon and spirit damage when Timeframe takes damage. This also heals Timeframe and nearby allies based on how much damage he receives. Toggle to switch into an offensive mode that increases Timeframe’s weapon damage against enemies.
4th ability Backtrack (Ultimate):
More on Backtrack
What Backtrack affects: Hero location and ability cooldowns.
If a player loses health or gains health, they keep it when Backtrack ends.
Damage over time abilities function as normal (Pocket Affliction, Bebop Sticky Bomb, Apollo Itani Lo Sahn damage).
Dynamo quantum entanglement, Pocket Enchanter’s Satchel, Mirage Tornado. Can be used to escape backtrack but ability cooldowns do not Backtrack.
If an ability is on cooldown (Ability CD: 10 seconds), During Backtrack (Ability CD: goes down to 3 seconds), Backtrack ends (Ability CD: goes back to 10 seconds)
If anyone dies during backtrack they will not be revived
If Timeframe dies during backtrack, it still functions as normal
Channelling spells are cancelled and Backtracked (Dynamo Ult, Rem Naptime)
Activating Ultimate Idea:
Idea 1:
The Ult can only be Armed/activated by shooting the Ult at an enemy player (Enemy knows its active). Enemies can tell Timeframe’s ult is active, but they don’t know exactly when Timeframe did or will start Backtrack.
Idea 2:
Activating the Ult sends a beam into the sky, making it fairly obvious to the enemy team that it has been activated. Enemies can tell Timeframe’s ult is active, but they don’t know exactly when Timeframe did or will start Backtrack.
Backtrack is not refreshable by Refresher
Design decision to have 2 starts for Timeframe’s Ultimate
It creates fairer counterplay by letting the enemy know it’s active, so they stay aware and play around Timeframe’s ultimate armed timing. It also allows Timeframe and his allies to play mind games with the opponents.
Armed state: Powerful effects need to be telegraphed so enemies can respond by engaging or evading. Heroes with abilities that can escape Backtrack can choose to commit, knowing that if they time their abilities well, they can come out on top—or escape and avoid being Backtracked.
Hidden Backtrack start: If enemies know the exact moment Backtrack starts, the obvious play would be to spam all spells and ults immediately or instantly run. Making the armed phase obvious but keeping the Backtrack start hidden turns it into a prediction game based on opponents’ movement and decisions. Enemies must decide whether to commit, disengage, or hold movement abilities.
For example, if Apollo knows Backtrack is active he can ult forward and fight knowing he will go back to a safe position, but if he doesn’t know when its active or if it's even active make that much more challenging task. If an opponent runs at you, uses a movement ability or uses an Ult you might have an indication that Backtrack is active but they could also be faking to make you use your abilities or get you out of position.
No perfect information: Creates a commitment window, should you burn your movement, keep your escape abilities or should you spam it knowing the cooldown will be reset. Enemies can play around the armed state (spreadout, don’t chase into bad positions), but they can’t solve it perfectly.
Enables setups and baits: Timeframe can arm ult, force a fight, then trigger Backtrack later, after opponents overextend or spend cooldowns.
Timeframe can dip in and out of fights, which lets him survive longer and take more aggressive trades without fully committing. Because his kit is built around rewinds, teleports, and temporary safety windows. Timeframe can take a risky engage, reset spacing repeatedly, sustain and stay alive in extended fights.