I actually like the moira fade idea

I honestly would love to see (alongside more cleanse and anti heal in the game to add more counter play to healing besides either “I heal more” or have an Ana) variable abilities that have 2 or even 3 stage cool downs. The first time it is used it can have full utility and/or strength but once it initially comes back it only serves a niche purpose (like the escape and mobility on the individual fade) until secondary cooldowns pass then they get it back at full strength.

I think they might run a risk of making the game feel more clunky and less intuitive if they go overboard on the whole overclocked cooldown thing. It could work on a few abilities here and there, but if they go too far it can compromise the “pick up and play”-nature of a hero. I guess it would depend on what kind of hero and ability it is tho.

It doesn’t need to be on every hero, much like how every tank doesn’t necessarily need a barrier. However seeing it on one ability for maybe a third of the cast does not feel unreasonable and could add some nice depth if done right.

I would be kinda hype if I saw it pop up on an Experimental Card, ngl :stuck_out_tongue:

There are definitely some that could be interesting, for example if Roadhog had a separated cooldown for take a breather where he only heals when it first comes back and gets the damage mitigation on full cooldown, or Torb’s overload could only provide the fire rate increase at first but give the bonus armor off full cooldown,

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