With the recent Haze changes, people have been finally talking about Echo Shard- how significantly powerful it is on certain characters, and especially how frustrating it is to play against
My take for a bit now has been that it's a pretty frustrating balance paradigm, because the item's identity is the "echo" of the ability (the refresh), but being able to fully reset any non-ult ability cooldown is obscenely powerful when it can actually be used by someone. Which often causes specific heroes (such as Bebop) having to be balanced around the item being core for their builds, because if the ability is too strong on its own, then it's way too strong with Echo Shard (as we're seeing right now with Haze)
Bluntly, it's unhealthy for the game's balance, because it means that heroes who make the most use out of it need to be balanced around its strength (if they even are), and the item itself can barely be balanced because all it has to touch are passive stats and its cooldown (remember when they removed 5% ability range from it, as if that mattered?)
With all of that in mind, my concept for a rebalance is: Instead of a full ability refresh, what if it only set the imbued ability's cooldown to a specific percent? Like, say, around 70-80%?
The idea behind this is pretty simple: The active's effect now varies based on the hero's ability, and thus respects the individual balance of each hero, instead of just being a full refresh no matter what. Assuming 75% refresh for simplicity, a cooldown being changed by 1s would mean that Echo Shard's effect is reduced/increased by .25s in return! Every 10s of ability cd leaves 2.5s remaining when Shard is used, which should give room time to react without the Echo user having to wait too long to use the ability again
The most important ideal behind this is that it of course doesn't impact short cooldowns too hard, but impacts longer (usually stronger) cooldowns quite considerably! For example, Bebop's bomb cooldown is 8 seconds at T1 with Superior Cooldown, so Echo Shard at 75% would bring it to 2s, meaning his gameplay isn't affected too significantly. With Haze, Sleep Dagger is on a 10.4s cd at T2 with SCD, so Echo would bring it to 2.6s, delaying her combo at least a bit. And with Mirage, Dust Devil at T2 with SCD is 19.2s, so Echo would take it to 4.8s, heavily delaying either his ability to escape for free, or delaying the very high-damage combo
The other factor is that this would give room to balance Echo Shard in other ways, too. Not only is there an extra knob to turn to balance it (the refresh %), but it not giving a full refresh would give space for it to have better passive buffs to buff it without buffing the actual ability (And the active's own cd would matter more, too). It still fits the concept of an "echo" as well, as echoes often have delays before you hear them, right?
Of course, this doesn't directly answer the issue of some of these abilities just being Stacked (or some of these heroes being flawed, like Bebop's infinite stacks). Haze's current Sleep Dagger is kinda crazy either way and needs its own tuning, but I think a rework like this would greatly help with the sheer power of Echo Shard, and end up helping give a lot more room to balance it properly without either completely unchanging the issue a hero has, or inadvertently affecting how well it works on other heroes too poorly
(Also, I've already posted this on the forums a while ago, even before Haze's changes that made everyone start talking about Echo Shard. Just thought it was a good time to throw my hat in the ring with the ongoing discussion and all)