Global cooldowns

Skill/reward

Spell balance

Ray of Frost

Fireball

turning speed

maximum channel time

minimum channel time

Ray of Frost

Fireball

Other aspects

Mana

As I said, this is a kit ripped straight from a completely different game, of a different genre altogether, so it's to be expected that not everything can work out the exact same way. I already nerfed the two most obvious ones: Merlin's freezing spell stuns all enemies hit for a few seconds, and his barrier makes everyone inside it invulnerable. Both of those effects would be Heroics in HotS, so I made Deep Freeze a potent slow, and Prismatic Barrier a damage reduction.That said, there are other things that could be tweaked as necessary to adjust his balance, aside from just tuning numbers on the abilities, as discussed in the comments:Certain actions could trigger global cooldowns. Could be when you successfully combine two elements, or after you cast a spell, or between conjuring two elements, and so on. Different placements for this global cooldown would change the way it feels.For instance, adding it afterwould set a limit on how fast Khadgar can react to things, requiring him to anticipate things a bit more, and provide more counterplay for enemies, as they would have more time to notice what he's about to cast. Sounds great, but delayed actions tend to be seen as frustrating (see Deathwing).Adding itwould give enemies a different reaction window. They'd have time to react to the first element, but not the second, so they'd have to guess which of the 3 spells that start with that element Khadgar's going to want. It still provides counterplay, but just in a different way. For Khadgar, however, it'd very likely feel clunkier.Then there's the fact that it doesn't need to be "global", you can have them on either just the conjuring abilities or the actual spells. Giving the CD to just the spell makes it so Khadgar can't react as fast but can still fix his mistakes by conjuring a new spell. Giving it to just the conjures makes it so he can react almost instantly, but needs to commit to his spell choice for a bit longer before being able to switch.There really are a ton of different ways of going about this, with their own up and down sides. Personally I find it a bit hard to pick what's best without being able to test it myself, but I think the best way might be having QWE go on a short cooldown after switching spells."Having to commit to your first conjured element" vsis a matter of "convenience for Khadgar's player" vs "punishment/reward for player skill" and can also be adjusted.In Gauntlet, it's incredibly easy to fix a mistake of that kind, as there's no cooldown whatsoever to conjuring elements. If you use the wrong one, you can either wait a little less than a second for it to fade on its own, or you can complete the spell with literally anything and restart conjuring immediately.For HotS, a lot of people would probably be frustrated if Khadgar could get away with mistakes that easily, so that could potentially be tweaked as well. The first conjured element could not have that fade timer at all, and one of those global cooldowns mentioned above could be added somewhere. That way, if you input a wrong element, you are forced to stick to one of its 3 possible spells for at least a short time. It's not terribly punishing, as you still have 3 options to try to salvage your situation, so it shouldn't feel too bad for the Khadgar player and sounds like a perfectly acceptable compromise to me.I made it socan't damage Structures because otherwise it would be free sieging. It's a long-ranged channel. Alternatively, it could have a cooldown and maximum channel time, but personally I prefer disabling its Siege damage, as he can already do that with(technically free sieging but the damage is low so it's not an issue) and it's ok for him to not be good at sieging structures, as he already has good PvP and waveclear. Another aspect of Ray of Frost that could be changed from the original is: Merlin can turn very slowly while channeling it, but we could have Khadgar be able to turn slightly faster (the original speed would be too terrible in HotS) or be unable to turn at all. Yet another balance knob could be adding awith a very short cooldown. The fact that it doesn't pierce and you need to maintain in on a target already means you'd very rarely be able to get the maximum benefits constantly, as any other unit could move in front of your intended target, or if they're running away they'll eventually outrun it (just don't run in a straight line, remember his limited turning speed); but if somehow it's problematic, a limited channel time would solve it.possibility, which I quite like, is giving it a, like many other channeled abilities, which makes the casts more deliberate, which is good for something like this. Think Deathwing's breath.I made it soandstop at walls because, other than that being how Gauntlet works, they are low cooldown / long range spells and would be incredibly annoying for channeled objectives. Other heroes like Chromie can already do that and everyone hates it. It also makes enemies consider terrain more, and in a beneficial way for once, as opposed to the likes of Diablo and Hanzo (and now even Lúcio with his new Push Off) that make you avoid it. It'd be a unique weak point for a hero this versatile.! There's no mana in Gauntlet. Khadgar could have mana in HotS. That could also allow some of his longer cooldowns to be a bit shorter but cost a lot of mana, adding another layer of resource management to the hero. It could also be that only some abilities would have mana costs, like Whitemane: she can use Inquisition and Searing Lash as much as she wants, if they're available, but mana is used as the limiting factor for Desperate Plea. I believe that, if he is to have Mana, that would be the best approach. I think a hero with this many abilities and cooldowns to keep track of should not need to also keep track of mana costs for all of them, but it could be a limiting factor for just a few.