lvl 1
1. Q- If Solar Wrath hits no heroes, decrease CD by 2s
2. E- Solar Beam generates
3 Astral Power for each enemy hit by the initial impact and
1 Astral Power each time a Hero is damaged.
Lunar Beam now damages enemies inside, dealing
30 (+4%) damage every 0.5s and generating
1 Astral Power when damages a Hero.
3. D- Passive: regeneration Globes generates
6 Astral Power over duration
Quest: Collect 20 regeneration Globes.
Reward: passively gain
1 Astral Power every
3s while in combat
4. D- Your next basic attack applies
sunfire or
moonfire. This has a
10s CD. If your next basic attack is also the 3rd, this effect does not apply.
Sunfire and
Moonfire DoT reduces this CD by
0.1s
Quest: Hit 20 heroes with
sunfire and 20 with
moonfire
Reward: Increase basic attack range by 1
lvl 4
1. Q- Lunar Strike increase next basic attack range by 1
Lunar Strike against enemies under
moonfire drops a Star, dealing
11 (+4%) to the target and nearby enemies
Quest: Hit 20 heroes with this Star
Reward: Star damage increase to
75 (+4%)
2. Q- Hitting an enemy Hero under
Sunfire with Solar Wrath increase
Sunfire damage per second by
0.5, up to
15
Quest: Hit 30 heroes under
Sunfire with Solar Wrath
Reward: Gains one additional charge
3. DW- Activate D to reset CD of Eclipse (W). It has
30s CD
lvl 7
1. Q- Whenever Solar Wrath or Lunar Strike hits an enemy Hero, increase its range by 5%, up to 20%, for 6s.
2. E- Lunar Beam healing is doubled when an enemy Hero is inside
3. 1- gain a new ability:
Barkskin 60s cd
At the cost of
30 Astal Power, Grants an allied Hero
50 armor and decrease all CC and silence effects duration against them by 75%. Last 10s. During
Lunar Eclipse, can only be self targeted
lvl 10
1. Celestial Alignment
2. Emerald Dream & Full Moon
lvl 13
1. E- Increase Solar Beam duration by 1s and area by 100%. Solar Beam now also blinds enemies inside
2. ED- Enemies with
Sunfire inside Solar Beam are stunned for 1.25s once per Solar Beam.
Enemies with
Moonfire inside Lunar Beam takes
220 (+4%) damage once per Lunar Beam
3. 2- Gain a new ability:
Wild Mushroom.
6s cd
At the cost of
18 Astral Power, Detonates a Mushroom at the targeted area, dealing
100 (+4%) damage and slowing for 40% for 1s. Only usable during
Solar Eclipse
4. 3- Gain a new ability:
Entangling Roots.
60s cd
At the cost of
40 Astral Power, Roots the target in place for 5 sec. Only usable during
Solar Eclipse
lvl 16
1. - When you reach
100 Astral Power, and for 3s after, you gain Keeper of the Grove.
All you Q, W and E abilities applies a Lesser Wild Mushroom at the target or area hit after 1s
Lesser Wild Mushroom deals
50 (+4%) damage, slowing for 20% for 1s. Area half of Wild Mushroom
2. 4- gain a new ability:
Warrior of Elune 20s cd
Next Lunar Strike casts forth 3 Strikes without cost. Put Lunar Strike on cd for
5s
3. E- While inside Lunar Beam, Lunaclaw goes berserk, increasing attack damage by
600% and making them meele. After 2 basic attacks, lose berserk.
Lunar Beam also makes Lunaclaw unblindable.
lvl 20
1. R1- During Celestial Alignment, swapping Eclipse also summon a slow moving laser from you to the targeted area, dealing
180 (+4%) damage and generating
10 Astral Power when dealing damage.
2. R2- Emerald Dream no longer sleeps allies, but apply the healing on them.
Full Moon costs no
Astral Power and deals damage as if Lunaclaw has
100 Astral Power
Their CD's are reduced by 35s
3. E- CD of Solar and Lunar Beam reduced to
12s.
They no longer have shared cd.
4. Barskin cost reduced by
15 and CD reduced by
15s
Entangling Roots can now be used during
Lunar Eclipse without cost, but implying in a
100s cd
This talent can only be taken if you have taken at least one of those at lvl 7 or 13
Credits: Murraythehuman
The problem being that DoTs can have some weird interactions with certain other mechanics. Stealth heroes can't stealth, certain channels can't be used, and those hoping to make use of the Unkillable status would most likely find themselves dying the moment the effect ends, even if they were using it effectively. Just shortening the effect to something close to 5 seconds (in line with Ana) and adjusting around that would probably be the right move to make, though I'll note that I think there might be more identity to the two forms if only one had the DoT, and the other applied its damage in a more 'straight up' manner. I know that creates some issues with how some talents reward applying both, but with the duration reductions I'm suggesting, those talents might require a second pass regardless.
Looking forward to whatever ideas you come up with.
That said...
I really do think you have two good ideas here, but at the same time, I feel like neither one really shines just because HotS characters can only hold onto so many abilities, and, almost fittingly, it feels like this one is perfectly split down the middle, but not in a good way. To wit, your two characters are:
-A character who switches between two forms in order to get different jobs done.
and
-A character who is primarily focused on building up a resource that funds their most powerful ability.
Each one has potential, but I don't think they can co-exist here. That said, I do want to go through your abilities one by one to give some thoughts on why I think they have this problem. I will note that I consider accuracy to the source material secondary to creating a fun and entertaining character.
D (Trait):
Switching between two forms is not something that should be handled lightly. Of the characters that do this currently (ignoring Heroic abilities), D.Va, Greymane, and Deathwing, all of them have a reason for the effect to exist. The first two have their transformations handled very strictly, unable to switch between the two arbitrarily, forcing them to weave through both in order to be played effectively. Deathwing, on the other hand, is more about mitigating the extremities of his matchups. By nature, his character is absolutely melted by some characters when up close, so an alternative form is justified in order to give him more well-rounded balance. That said, he helps to point towards a key problem that transforming characters have in most games they appear in: If one form is even slightly better, you have no reason to switch them. In its current form, I think Lunaclaw players would spend 90% of their time in one form, only switching to the other for situational bursts of damage or utility. In that situation, the gimmick may as well be replaced with a single ability that does the same job.
I think the fact that your Q ability refreshes three times faster when you're in its form only exacerbates that problem. As it is, you're rewarded for only sticking to the one ability. In a typical fight, you would switch to the other precisely one time, then jump back to using the first.
Additionally, the auto attack properties are almost identical in function. One sacrifices single target damage for group damage, but they don't provide substantial enough reasons to switch between them, beyond the first Level 7 talent (which, I'll note, I do think is a well designed talent concept for a switching character, applying effects from both onto an enemy for bonuses).
Overall there's no reason to ever switch between the two forms, and one of the big reasons is that they more-or-less have the same job, as neither one is particularly specialised, at least not in a significant way.
Q:
In terms of the switching mechanic, these two abilities abilities, while very different in terms of how they're cast (AoE vs. Skillshot) both do the same basic job: They deal damage, and they build Astral Power. The real distinction is that one is focused around hitting a single target and has a short cooldown, while the other has a much longer cooldown and can hit multiple targets. While there is something behind the idea of picking which of two abilities gets the shorter cooldown, that kind of design doesn't require an entire transformation mechanic. As it is, Lunaclaw's Q abilities are the only ones that particularly care about which form he's in, and the only purpose of those abilities is to build up charge for his W ability.
Again though, having abilities whose primary purpose is to get energy for another ability is a good concept. In that regard I do think that their damage and cooldowns are a bit high for that idea. Yet if they were made to be weaker, less impactful moves, then you'd be left with even less of a reason to switch traits, since the the core ability of the character wouldn't actually change, just the abilities that support it.
W:
Starsurge is the key element of one half of the kit you've designed, and hypothetically I really like it. Something akin to D.Va's Self-destruct and Tracer's Pulse Bomb, but instead of it only being something they only use 8-12 times a match, it's instead the focus of Lunaclaw's gameplan. Unlike the other two, Starsurge can be used more flexibly due to the ability to fire off 2-3 Star Surges rapidly, or hold onto your Astral Power and space them out more. In theory, a moveset like this could be incredibly interesting, giving a hero a unique ability cadence not yet seen in HotS. But as it is, it's improperly executed, and competing too much with the form-switching gimmick.
As an aside, powerful abilities should always be designed with counterplay in mind, ie how the opponent is supposed to avoid taking the damage. This version of Star Surge would be like making Kael'thas's Pyroblast into a basic ability. Trivial for some to deal with, but a nightmare for others. If I'm playing Li Ming and I see three of these coming, that might just kill me without any way for me to survive without help from an ally with burst-mitigation, and even if I do survive, Lunaclaw could already have another three ready to go. Not very fun to play against. Ming can throw out orbs all day, but those can be avoided.
E:
Solar Beam and Lunas Beam I'm not entirely sure I understand. One applies more of a support role, the other is a minor disruption to enemies (unless the idea is that the enemy is silenced repeatedly until they leave its area, in which case the move is a strictly more powerful version of Stukov's Lurking Arm, which is already incredibly powerful and frustrating, and unlike Lunaclaw who can set it and forget it, Stukov is forced to commit to it). The two abilities sharing a cooldown is potentially interesting, but as-is I'm not sure I understand what this move does well enough to say how well designed it is. That said, I do think it's a good idea to give a transforming character some moves that are similar in both forms, but have distinctly different purposes, a circle that provides buffs to allies in one form, but nerfs to enemies in the other? That's fairly elegant design.
So... with all that said... I do want to give one major suggestion for this character, one that I think helps both aspects of the design to play well together, bringing out the best of both worlds. It... probably doesn't match any lore, but I think it'd lead to a much more interesting character overall:
Make it so that Solar Eclipse is Lunaclaw's offensive form. Your abilities in Solar Eclipse form drain your Astral Energy with each cast. Your auto attacks apply a burning effect, and your abilities are powerful and effective. However, while in Solar Eclipse form, you'd have no way to generate Astral Energy, and that's where Lunar Eclipse comes in.
Lunar Eclipse would be Lunaclaw's defensive form. Your abilities in Lunar Eclipse form are free to cast, and on-hit, they generate Astral Energy. While the damage dealt in this form would be low, they'd come with benefits, such as self-healing and other defensive options. In this form, auto attacks could have a self-healing effect, or maybe generate armor for Lunaclaw. Lunaclaw could even have baseline armor in this form, or an increased health regen.
This, I think, would create a character that has the best of both worlds. They're still about generating energy for those Big Time Abilities, and about switching between forms, it's just that now the two concepts are baked into one-another. It even helps turn Celestial Alignment into an even more powerful Heroic, one that lets you have the power of Solar form, and the defence of Lunar form.
I really hope this was useful and not too out-of-line (also, a quick side-note, but you'd probably have to use a different name than Moonfire, since HotS doesn't like to double up on ability names, and Malfurion already has that one).
I have some changes in my mind. There will be two forms: sun is the builder form and moon is the spender. Wrath is gonna be my builder while Lunar Strike, the main spender. Sunfire will have a defensive mecanic attached to it and moonfire will be more damage focused. Theres gonna be only one E ability that blinds in area (silence is a too much op as you pointed).
That leaves me one problem still, which is the W ability. The "new" design I am imagining (thanks to your feedback) is closer to the vanilla/bc balance druid, where lunar strike is the main ability and Starsurge didnt exist. But I still want Starsurge to fit the basic kit. I will figure it out how to solve it.
About the moonfire problem, I cannot change that. It hurt me so much to sacrifice Starfall, I dont intent to lose another iconic moonkin ability
Thank you very much for your feedback.
It sounds like you've got ideas brewing for how your new moveset will go, and I'm interested to see how that turns out.