12.8k SUPER Items (one per catagory)

spacebear87

Member
Imagine, one or two 12.8k items per category, SUPER powerful items that are REALLY risky to save up for and have no upgrade path.
 
Would be a lot better if you could post some concepts.

I am heavily leaning towards "no". Restricting to just one per category makes it so that heroes are only viable based on how good these items synergize with their kits and playstyles. It's impossible to cover every single hero or gameplay style with just three options, you'd be leaving somebody behind. Not just current, but any future hero addition as well. Hero design would suffer a lot if they had to be designed with synergizing with three intentionally broken items that get bought every game.

That's only if they're broken enough to consider running. If not, then it very quickly becomes dead content that doesn't even justify the development time required to add them to the game.
 
I think that making another tier for items would be really difficult task because of the balance.

Tier 4 items currently are the best in the game as they have most powerful stats/effects/abilities. Potential Tier 5 items should be even stronger than previous tier's ones. I can see the items like that to be useful only in some concrete situations/playstyles. Simple items that are useful equally to anyone would destroy the game's balance.

This is just my opinion, but I would rather to not see OP items in the game at all. Deadlock is not a simple hero-shooter game like Overwatch or Marvel Rivals. The cost of the death is rising constantly and is too huge.
 
Honestly i think having T3.5 would make more sense

A lot of T3 items feel too strong for T3, but too weak or a better one exists in T4
 
Would be a lot better if you could post some concepts.

I am heavily leaning towards "no". Restricting to just one per category makes it so that heroes are only viable based on how good these items synergize with their kits and playstyles. It's impossible to cover every single hero or gameplay style with just three options, you'd be leaving somebody behind. Not just current, but any future hero addition as well. Hero design would suffer a lot if they had to be designed with synergizing with three intentionally broken items that get bought every game.

That's only if they're broken enough to consider running. If not, then it very quickly becomes dead content that doesn't even justify the development time required to add them to the game.
fair enough, I just liked the concept of a "Ultimate Item" each one feeling like a multitool that benefits their category perfectly.

I don't think any hero would be left behind, if they really was just ONE mega item, meaning three total across the three shop categories, I believe it would be best for each item to be an overall improvement to whatever category they belong to.

Keep in mind, these are 12.8k, with no upgrade paths, they would be VERY hard to causally save for.

Spirit for example:
Your Spirt Damage increases as you take sustained damage. (up to 10 stacks, 7% each stack) (this is just spirit berserker)
+30 Spirit
+15% ability duration
+15% ability cooldown
+5% spirit lifesteal

Passive: Teammates in 25m radius gain a passive 8% extra cooldown

Health for example:
On death, teleport to the mirrored location on the other side of the map on 20% hp (like a revive, but without being super overpowered and still forces the player to back up)
+1k HP
+5 health regen
+ 30% PURE resistance (I heard pure damage is a thing, so this could be a good counter play to the spirit and gun ultimate items)

Passive: Teammates in 25m radius gain a passive 5% spirit and gun resistance.

Gun for example:
+ 15% fire rate
+ 12% weapon damage
+ 15% max ammo
+ 5% reload speed
+ 40% melee damage

Passive: Teammates in 25m radius gain 2% bullets back in their clip every 1 seconds.


Of course, these are all powerful, likely too powerful as I just made them up 10 seconds ago, but I do like the idea that they could counter each other. (I didn't quite implement a countering system..., when in doubt buy the health one ig lmao)

Of course, lets say you liked this idea, what would you change? I liked the idea that they got a passive, would encourage teamwork and to fight around the team's carry.
 
fair enough, I just liked the concept of a "Ultimate Item" each one feeling like a multitool that benefits their category perfectly.
There's already plenty of items that fit the big powerspike just fine. The beauty about moba gameplay is that powerspike is almost unique to every hero. You are advocating for all of that choice to be taken away and replaced with just buying 3 items.
I don't think any hero would be left behind, if they really was just ONE mega item
This is literally impossible with just three of these items being added. In fact, I can do it right now!


Spirit for example:
Your Spirt Damage increases as you take sustained damage. (up to 10 stacks, 7% each stack) (this is just spirit berserker)
+30 Spirit
+15% ability duration
+15% ability cooldown
+5% spirit lifesteal
Useless on literally any spirit hero and could just be it's own tier 4 (nerfed down to high heavens ofc)
Health for example:
On death, teleport to the mirrored location on the other side of the map on 20% hp (like a revive, but without being super overpowered and still forces the player to back up)
+1k HP
+5 health regen
Literally everybody would be forced to rush it since it's soul rebirth but somehow even more broken
+ 30% PURE resistance (I heard pure damage is a thing
Doesn't exist
so this could be a good counter play to the spirit and gun ultimate items)
True since it would counter everything
Gun for example:
+ 15% fire rate
+ 12% weapon damage
+ 15% max ammo
+ 5% reload speed
+ 40% melee damage
This is literally just a stat stick. for 12k souls!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

See the issue? Both the spirit and gun items suck. Nobody would ever waste their souls on buying either of them.

The vitality item is soul rebirth 2.0. At least soul rebirth *only* cost 6200 souls. You're practically forced to save 12k souls at some point, just because the revive effect is literally gamebreaking (that's why it's only tied to a game objective that's literally designed to end games). The fact that it doesn't build from other items is actually a point against this idea. At least if it built up you could still play somewhat normally before having your choice ripped from you.

The item system is fine as it is. Forcing people to interact with League Mythics but somehow even more boring and game-warping is just a dumb idea.
 
Damn, sucks I am getting detailed responses to my worst idea yet, and all my banger ideas don't get any comments, but thank you for the feedback I suppose.
 
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