Why do Orphea and Imperius have the same trait?

Why do these two characters who came out on after the other have the same trait? The only difference is that Orphea’s trait heals her. Other than that the two traits are exactly the same. Have you guys run out of ideas on traits now?

Are you saying you are disappointed in healing trait? I think it’s necessary for both heroes.

1 2 3 trait

thats what they should rename it

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They have a similar style of a trait, but are completely different in their function.

Orphea has a stack system that heals her based on how many stacks are on the enemy Hero.
Imperius has a stack system that depends on what ability you hit the specific enemy Hero with. Let’s say I hit an enemy Hero with Celestial Charge, that enemy gains a Celestial Charge mark. There are talents that take effect when a specific mark is consumed, unlike Orphea’s Overflowing Chaos type of stacks.

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Orphea builds stacks on herself and spends it on whoever she next attacks. She also builds it per hit with any ability, so for example hitting an enemy with both parts of Dread will apply two stacks.

Imperius builds stacks on enemies and spends it only when attacking the marked target. He can have any number of marked targets. Each ability applies its mark independently, so hitting the same hero with Solarion’s Flare twice has no extra effect.

More importantly, talents are quite different between the two. Orphea has talents that encourage her to build up 3 stacks quickly, giving her alternative ways to gather them or just more damage. Imperius focuses on combining specific marks. He has a talent to deal % damage when removing his W, a talent to lower armor when removing his E, and a talent to combine his Q and W together for an extra effect.

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It’s a League of Legends thing. Riot mastered making boring cookie cutter traits and on-hit effects which function based on a 3 stack counter. Even Dota 2 ended up copying it recently. Welcome to the endgame of MOBAs.

Studies show the vast majority of players can only count to three.

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I can count to number #A

“Let’s count to five!”
-Annie

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the study must’ve been done at valve headquarters

Not really. The consequence of “mobas” moving to charges stems from warcraft 3’s engine for psuedo-random numbers that had variance to the actual chance of occurrence so ‘true random’ strings of long misses or hits don’t dominate a sequence – or at least that was the intent. The actually chance given isn’t per hit, but rather the intended average after ‘enough’ chances.

League stands out for being the most ‘popular’ but the influence from Dota/warcraft is going to carry over via Pendragon and Guinsoo based on a simple notion: if p.rng is an intended averaging of chance, then just have the effect happen on determined hits via ‘charges’.

Similarly, its not as if HoTS didn’t already have a similar effect for this game of its own accord – older generics had cdr on attack procs only trigger off of hitting heroes so long strings of attacks could proc more ‘crits’ if left to attack. Some of that has shifted away from the cdr so min/maxing isn’t about standing still, but instead regulated to encourage either stutter stepping or comboing abilities.

That said, its not as if the effect of wanting more direct ‘control’ over rng elements is just particular to dota-like games: a number of genres, or at least copetitive aspects for games, generally don’t like to leave certain elements to just ‘chance’ as there’s no much skill in being ‘lucky’ and hoping enough of something happens enough to make a difference.

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Imperius trait does not heal back unless talented.
You have talent interaction depending on which of the 3 trait you hit your opponent with.

The two traits are different while similar: Orphea get stack whatever ability she land and than heal back with AA, while Imperius place a stack for each different ability landed and the increase the next AA damage.

While similar they’re not the same, since with Orphea you just need to hit to get some stack while with Imperius you need a proper skill rotation to maximize its effect.

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Nova and zeratul have the exact same trait. Are you trying to be edgey?

Imperius is a bursty bruiser while orphea is a burst midrange mage, what exactly is so wrong with both of them having autos that scale with ability damage?

expect a lot more of this as they are in “maintenance mode” now that activision accountants decided hots isn’t big enough of a cash cow.

No more idea … so expect copy paste lol or dota2 hero in hots .

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Chromie also has another ‘bonus damage for hitting abilities’ on her trait now. And Lunara and Malthael and (now) Stitches all have the ‘poison on aa’ thing going on. And Morales had Muradin’s Trait until her rework. Valla, Samuro and Twin Blades Varian all have the ‘move speed on aa’ theme.

Similar traits are nothing new, with so many Heroes and traits there’s bound to be some overlap eventually. Especially on Heroes that don’t require overly elaborate traits.

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Those are similar but different traits.

lets just call it what it is. its the same mechanic. it has a different implementation because of how the heroes work.

  • Hitting an enemy Hero with a Basic Ability grants 1 Chaos. Chaos can stack up to 3 times. While Orphea has Chaos, her Basic Attacks against Heroes consume all Chaos, dealing 50% increased damage per stack, and healing for 100% of the damage dealt.

  • Self Stack to 3 and deal 50% bonus AA damage + Heal for 100% damage dealt

  • Each Basic Ability marks enemy Heroes hit for 10 seconds. Basic Attacks consume the target’s marks, dealing 30% bonus damage per mark.

  • Stack on enemy to 3 and deal 30% bonus AA per mark (max 90% damage).
    –Battle Hunger Talent required to heal (flat heal, not based on damage or percent health)
    –Holy Ferver Talent can make AA a large cleave… but his AA is really slow. less than 1 a second. :frowning:

They are not the same, only similar.
There is an idea and the creators try to exhaust it, and Chronia also has a similar feature.
Sometime a similar situation was with abilities only after death.