[HC] Toki, the Time-Tinker

Toki, Time-Tinker is an interesting Hearthstone unique character from the Witchwood expansion. She is a gnome that spends her engineering talents to harness the powers of time, very much like Chromie but in a different light. She has a big part in their solo mode, and I wanted to capture that in this game.

In HotS, Toki is a disruptive ranged assassin that must use careful timing for all of her abilities to bring out her effects. Her trait, Pocketwatch of Infinity, rewards patience, allowing the player to either use her abilities quickly for a burst of effects, or stagger her effects for more powerful sustained disruption. Her abilities require Toki to utilize her positioning to maximize her effects. Toki also features exclusively passive heroics, which each drive forth a certain aspect of her gameplay.

Universe: Warcraft
Role: Ranged Assassin

Summon Mount
Z (Mount) – 4 sec Cooldown
Increases your movement speed by 30% while mounted.

Explanation: There is no need for a special mount.

Pocketwatch of Infinity
Trait (Passive)
Toki has a pocketwatch that will continually tick onwards, looping every 6 seconds. Toki’s abilities have their effects altered depending on when the pocketwatch is currently showing. When on the 1st, 3rd, and 5th second, Toki’s abilities are all considered moderate. At the 2nd second, Stroke of Midnight is strong and Chrono Decelerator is weak. At the 4th second, Chrono Decelerator is strong and Time Bomb is weak. At the 6th second, Time Bomb is strong and Stroke of Midnight is weak.

Explanation: Pocketwatch of Infinity is a trait that defines Toki’s gameplay, allowing the player to either wait patiently to maximize the power of her abilities or use all of them quickly for a faster burst of effects.

Stroke of Midnight
Q (10 sec Cooldown)
(Weak) Toki conjures the symbol of a clock underneath her, with the 12 o’clock pointed in the target direction (radius 5). The clock strikes any enemy hit, dealing 40 (+4% per level) damage and adding Midnight to them for 7 seconds. The clock will make one full rotation over the next 6 seconds and then strike once more, dealing another 40 (+4% per level) damage. If the enemy had Midnight, they are instead dealt 380 (+4% per level) damage.

(Moderate) Toki conjures the symbol of a clock underneath her, with the 12 o’clock pointed in the target direction (radius 5). The clock strikes any enemy hit, dealing 40 (+4% per level) damage and adding Midnight to them for 7 seconds. The clock will make one full rotation over the next 6 seconds and then strike once more, dealing another 40 (+4% per level) damage. If the enemy had Midnight, they are instead dealt 380 (+4% per level) damage and have their armor reduced by 25 for 2 seconds.

(Strong) Toki conjures the symbol of a clock underneath her, with the 12 o’clock pointed in the target direction (radius 5). The clock strikes any enemy hit, dealing 40 (+4% per level) damage and adding Midnight to them for 7 seconds. The clock will make one full rotation over the next 6 seconds and then strike once more, dealing another 40 (+4% per level) damage. If the enemy had Midnight, they are instead dealt 380 (+4% per level) damage, have their armor reduced by 25 for 2 seconds, and are stunned for 1 second.

Explanation: Stroke of Midnight is Toki’s main damage dealing tool, but it is staggered in such a way that Toki must wait patiently to deal the huge burst of damage she has the potential to deal. As it becomes stronger and stronger, it applies more and more debuffs.

Chrono Decelerator
W (10 sec Cooldown)
(Weak) Toki tosses a chrono device in a 8 unit long line, which attaches to the first enemy it hits. The device remains attached to the enemy for 3 seconds, pausing the enemy’s cooldowns and granting the enemy Frail over the duration, increasing the duration of CC on the enemy by 50%. After 3 seconds, the device explodes, dealing 200 (+4% per level) damage.

(Moderate) Toki tosses a chrono device in a 8 unit long line, which attaches to the first enemy it hits. The device remains attached to the enemy for 3 seconds, pausing the enemy’s cooldowns and granting the enemy Frail over the duration, increasing the duration of CC on the enemy by 50%. After 3 seconds, the device explodes, dealing 200 (+4% per level) damage. The enemy’s cooldowns remain paused and they retain Frail for 1 second after explosion.

(Strong) Toki tosses a chrono device in a 8 unit long line, which attaches to the first enemy it hits. The device remains attached to the enemy for 3 seconds, pausing the enemy’s cooldowns and granting the enemy Frail over the duration, increasing the duration of CC on the enemy by 50%. After 3 seconds, the device explodes, dealing 200 (+4% per level) damage. The enemy’s cooldowns remain paused and they retain Frail for 2 seconds after explosion.

Explanation: Chrono Decelerator is one of Toki’s more flexible abilities, being a very unique disruption tool that makes the enemy easier to keep CC’d, while dealing a moderate chunk of damage at the end. As it becomes stronger, the debuff lasts longer on enemies.

Time Bomb
E (8 sec Cooldown)
(Weak) Toki conjures a time bomb at a target location within 8 range that will arm itself after 3 seconds. This only ticks down if Toki is within 4 range of it, and it is invisible while not arming. Once armed, it will explode, dealing 170 (+4% per level) damage to all nearby enemies and slowing all enemies and projectiles hit by the explosion by 40% for 1.5 seconds. Toki can only have 3 Time Bombs active at any time.

(Moderate) Toki conjures a time bomb at a target location within 8 range that will arm itself after 2 seconds. This only ticks down if Toki is within 4 range of it, and it is invisible while not arming. Once armed, it will explode, dealing 210 (+4% per level) damage to all nearby enemies and slowing all enemies and projectiles hit by the explosion by 60% for 1.5 seconds. Toki can only have 3 Time Bombs active at any time.

(Strong) Toki conjures a time bomb at a target location within 8 range that will arm itself after 1 seconds. This only ticks down if Toki is within 4 range of it, and it is invisible while not arming. Once armed, it will explode, dealing 250 (+4% per level) damage to all nearby enemies and slowing all enemies and projectiles hit by the explosion by 80% for 1.5 seconds. Toki can only have 3 Time Bombs active at any time.

Explanation: Time Bomb is a unique trap that waits patiently at a location where enemies cannot keep track of it. However, Toki must wait patiently in range of her trap in order to detonate it, and cannot simply stand on the trap, as it will detonate early. Time Bomb can save her and her allies, or set up kills, but she must be careful with her positioning.

Infinite Assistant
Heroic #1 (Passive)
Toki gains a clockwork assistant that follows her around and can be attacked, but has no health. Every time Toki uses an ability, 40% of the damage done to enemies charges her assistant, and any damage the assistant takes reduces their charge by the damage taken. Upon reaching 700 (+4% per level) charge, it becomes active, able to move and attack enemies, dealing 34 (+4% per level) plus an additional 10% charge to enemies. Once the assistant reaches 0 charge, it becomes inactive once more. The assistant cannot be targeted or damaged by enemies while inactive.

Explanation: Infinite Assistant is a powerful summon that is ever-constantly around Toki, defending her and adding extra damage to her character. She must execute her abilities correctly to keep her Assistant active, but if she can, it can give her an opening to aggress on an enemy,

Double Time
Heroic #2 (Passive)
Toki can use abilities that are on cooldown as long as they are currently strong from Pocketwatch of Infinity. Doing this will immediately place the corresponding weak ability on cooldown, if possible, but only for 50% the cooldown time. If the weak ability is also on cooldown, the moderate cooldown will be placed on cooldown instead. If all abilities are on cooldown, Toki cannot cast abilities that are on cooldown.

Explanation: Double Time plays off of her Pocketwatch of Infinity, allowing Toki to use abilities on cooldowns as needed, as long as she’s willing to sacrifice her other abilities. This can allow Toki to quickly double up on a single ability to extend her pressure.

Tier 1

• Highest Hour: When Toki casts a strong ability, her next ability within 1 second will also be strong. This has a 6 second cooldown.
• Maximum Capacity: Everytime Toki uses a strong ability, her highest cooldown ability has its cooldown reduced by 1.5 second. If Toki uses three strong abilities in 6 seconds, Toki’s next ability will deal 50% increased damage
• String Theory: When Toki uses a weak ability, her next strong ability within 3 seconds will have a 50% reduced cooldown. When Toki uses a medium ability, her Pocketwatch of Infinity moves forward 1 second. When Toki uses a strong ability, her next weak ability within 3 seconds will have a 50% reduced cooldown.

Tier 2

• Double Midnight: Stroke of Midnight, when weak, causes the second strike to deal full damage, regardless of Midnight.
• Faulty Detonator: Chrono Decelerator, when weak, now lasts on enemies an additional 1.5 seconds before exploding.
• Anomalic Rift: Time Bomb, when weak, leaves a lingering effect in its explosion that continues to slow projectiles and enemies who pass through it.

Tier 3

• Tip the Scale: When Stroke of Midnight is medium, and it hits an enemy effected by Chrono Decelerator, the Chrono Decelerator instantly detonates and the enemy remains Frail and has their cooldowns stopped for 4 seconds.
• Software: When Chrono Decelerator is medium, and the attached enemy walks over a Time Bomb, the Time Bomb instantly detonates and another is placed at the location which arms itself after 4 seconds, of the same strength.
• Tick of Death: While Time Bomb is medium, Stroke of Midnight deals 25% increased damage against enemies effected by the slow.

Tier 4

• Infinite Assistant: Toki gains a clockwork assistant that follows her around and can be attacked, but has no health. Every time Toki uses an ability, 40% of the damage done to enemies charges her assistant, and any damage the assistant takes reduces their charge by the damage taken. Upon reaching 700 (+4% per level) charge, it becomes active, able to move and attack enemies, dealing 34 (+4% per level) plus an additional 10% charge to enemies. Once the assistant reaches 0 charge, it becomes inactive once more. The assistant cannot be targeted or damaged by enemies while inactive.
• Double Time: Toki can use abilities that are on cooldown as long as they are currently strong from Pocketwatch of Infinity. Doing this will immediately place the corresponding weak ability on cooldown, if possible, but only for 50% the cooldown time. If the weak ability is also on cooldown, the moderate cooldown will be placed on cooldown instead. If all abilities are on cooldown, Toki cannot cast abilities that are on cooldown.

Tier 5

• Time Zone: Stroke of Midnight, when strong, will spawn a secondary hand that will rotate after 3 seconds, striking the 12 o’clock after 9 seconds, dealing 50% damage and stunning the enemy, but not reducing armor.
• Deafening Blast: Chrono Decelerator, when strong, silences the enemy hit for 2 seconds after the device explodes.
• Distorto-Powder: Time Bombs, when strong, have a 50% increased radius, and projectiles hit are fully stopped for the duration.

Tier 6

• Quickened Pace: Stroke of Midnight’s clock now rotates twice as quickly, restriking after 3 seconds instead.
• Neural Rewind: When the Chrono Decelerator detonates, the shortest cooldown ability of the enemy that is not on cooldown is placed on cooldown. If all of the enemy’s abilities are on cooldown, this has no effect.
• Torn Tempora: Time Bomb slows enemies for .5 seconds longer, and projectiles for 1.5 seconds longer.

Tier 7

• Eternum Clockwork: Infinite Assistant generates 50% more charge, and passively generates 70 (+4% per second) charge every 4 seconds.
• It’s Time!: Each time Toki uses an ability that is on cooldown through Double Time, she gains 6% spell power, which stacks up to 5 times and lasts 4 seconds. Upon reaching 5 stacks, all of her cooldowns are instantly refreshed. Cooldowns cannot refresh until spell power stacks fall off.
• Stopwatch: Toki can activate her trait to stop its movement for 3 seconds. This has a 10 second cooldown.
• Timefield: Increases the maximum number of Time Bombs that can be active by 3 (to 6). In addition, Time Bomb’s cooldown while strong is reduced by 3 seconds.

2 Likes

Seems like a mostly very well though out and explained. The big negative point for me is mostly around how to represent the trait and abilities to enemy (and ally) players.

Provided those 6 seconds are real time seconds, it overall feels to me that there is a fundamental issue of when enemies know about what abilities will or will not do.

And, I’m assuming all the cast/travel times are nearly instant. Because otherwise it gets even more confusing. Or the animations for weak/moderate and strong are all different and noticeable?

Seems like it would be very hard to tell how strong spells would be without playing against her a solid amount.

Maybe with more details it would indeed work, and it looks like a solid kit where all it would probably need to be balanced is to figure out the exact number balance at first glance.

Personally, I cannot visualize it working currently.

You definitely bring up some interesting points. Thanks for the thoughts!

I definitely think the design would need some serious UX focus, that is for sure. I think one premeir way to differentiate the abilities is simply add different textures on the abilities based on how strong they are. For example, the Time Bomb would change colors and get bigger for each level of strength. The Stroke of Midnight hand would become more defined as it gets stronger. Ect ect.

As for the time of the Pocketwatch, yes it is 6 real seconds as it goes around. What could be done if its a readability problem for enemies is simply have a texture underneath or besides her health bar that shows what spot the hand is on.

For the cast time, the Stroke of Midnight is instant and the Time Bombs are planted instantly, yes. The Chrono Decelerator is a throw projectile, which means it has travel time. The exact speed would be based on testing. The strength of an ability does not effect cast times or anything outside of the differences noted.

And yes, the numbers are mainly for approximation. I could easily see them needing to be readjusted over testing.

I figured that would be the response. Sounds reasonable.

I should be more clear, the issue I have is less the fact that time passes, and more how quickly it passes. I’m not sure there is both a distinctive, and non-distracting/cluttering way to do it so quickly.

that is very good to know/have stated.

–Also, I forgot to mention it, but is it possible to cleanse Midnight? Because if not, it seems simpler to just say “if it hits the hero a second time, it deals 380 additional damage”.
If it is possible to cleanse it–cool. Although it feels very wordy.

Anyhow, work ended up longer than expected, so probably won’t be able to give any in depth critique on the talents for another day or three. Granted, it is often hard to judge talents before you can actually play a hero… =[