ah eyedol, such a wildcard on what creators will do with u, i still stand by that i want him, only because of two things:
one is the very common “he’s the last legecy character feels kinda wrong to leave him out in there” and i believe that whole heartily. does that make me right and just? hell naw, its just an opinion i share
two, is just curiosity. how will they do it? how will they design to fit THEIR image if they decide to do him? its to quench the thirst of curiosity of how they will design him.
if they have problems then yes i can agree he can be put off or worse, decide not to make him anyways. it leaves a bad taste in my mouth yes, but ultimately if it cant be done to their standards then its watever, i will still support the game and have fun with it.
But that being said, i love some of the suggestions the community has brought up but it irks me that some of the art that is shown did not show a source. i mean I saw agni from Smite and there no mention of that anywhere of where that picture of from. please remember to cite ur pictures for the sake of the artist. and speaking of mobas, i like how no one here ever mentioned Cho gall from warcraft/heroes of the storm. Where a good example of a two headed ogre that has a pretty neat design in my opinion.
So then i suggest this for gameplay, one person keeps mentioning that the two should heads should be represented in the form of a stance like Gen from street fighter. i absolutely adore of that idea. So, Eyedol can have two life bars, the usual for KI but lets give it a boss twist we have seen in Aria, both heads have one bar of life represented for them. A very minor twist but it is something different and can be related to the aesthetic of Eyedol. And obviously we should have more then that, so whichever head is in the lead depends on what normals and specials are on hand. But each head should have a different role on how you play the character like Aria. But unlike Aria who has a different body for different play styles, both stances in Eyedol are zoning. But each had as a different zone to control, one head is mid to close range (could have a grab, it can have the club, etc.) while the other head is mid to far range (in the first one he had a projectile, he can still have it with this idea and could have a very long range normal thats something like Shatter but blockable), but thats just an idea on the top of my head you can criticize on that how ever you like with me and i wont have a problem with it.
Though i wanna mention one thing on the above, along with the switch stance thing above, its not like the other head is gonna be dormant. Like Aria, the other head can assist how ever but, unlike Aria, at a cost of a resource. Think of it like of this, in KOF 99 you had a team of 4 people instead of the team of 3 traditionally seen in most of the games, It’s 3v3 for game play, but the 4th acts as an assist and has limited charges to use them.
When it comes to switching the heads though, on my opinion instead of switching at the end of the combo like how Aria does, he should be able to switch back and forth (with restrictions of course) on each head DURING the combo, something akin to TTT2 where they juggle and switch characters to continue the combo while also safely switching without major repercussions. but you can still switch outside of comboing like Aria, its just not gonna be safe. This could be pretty broken so i dont know about the this suggestion
And instinct, i think he should have 2 instincts, but only one can be active depending on who is the lead head, but thats just watever, i dont know how broken that may be but thats just a suggestion.
Story wise i like the idea of Eyedol being the rival of Gargos, So really, when Gargos has the advantage in winning against our heroes, here comes Eyedol wrecking ■■■■ up on both sides, and then we have some triple threat action over here, lols.
In the end i just love the visual design on Eyedol and i want THEM to come back, and i think they can do something with him if they decide to do so.