thatfunkedude
Member
I agree with them, actually.That's for the OP and Valve to decide, not an unrelated third party.
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I agree with them, actually.That's for the OP and Valve to decide, not an unrelated third party.
I'll keep that in mind, then.I agree with them, actually.
They are designed to fill a split-push niche, particularly to enable risky walker/guardian plays by giving players tools for evading and escaping chase even when deep in enemy lines. There really aren't any items designed for that, and the ones which do provide it (warp stone, majestic leap) don't fit well into the rest of these split push builds because they aren't items that benefit low mobility heroes as much as they do ones who are already mobile- so to certain heroes (mcginnis, yamato) have no use to buy those items which means their split push potential requires unreasonable amounts of combat avoidance.[response to the main post]
I'd like to know your inspiration behind each of these items' designs. What roles do these items fill that are distinct from items that already exist? Also, why do you think these should be items, accessible to everyone, instead of an ability for a new hero?
As an example, what do you like about Cyclone as an item? What situations are an AOE knockback & projectile reflect useful in that other items aren't? Why is this a tool that every hero should have access to? Which heroes do you think it would benefit the most?
And, to scrutinize further, how strong is the knockback? Does it push you back the distance of a dash, or more or less? Does "all heroes" include teammates and/or yourself? What will mid boss fights look like with multiple players owning Cyclone? Why do move speed and debuff resist pair well with it?
They are designed to fill a split-push niche, particularly to enable risky walker/guardian plays by giving players tools for evading and escaping chase even when deep in enemy lines. There really aren't any items designed for that, and the ones which do provide it (warp stone, majestic leap) don't fit well into the rest of these split push builds because they aren't items that benefit low mobility heroes as much as they do ones who are already mobile- so to certain heroes (mcginnis, yamato) have no use to buy those items which means their split push potential requires unreasonable amounts of combat avoidance.
This is subjective, but I feel as if that's by design. Mcginnis is a heavygineer and has two stamina bars, so it makes sense why she struggles when she's caught. The whole shtick with builder characters is that their threat level grows the longer they stay in one spot. M&K, McGinnis, and Abrams used to able to HMC (Heavy Melee Cancel) with some of their abilities, and that level of mobility allowed them to cover their weaknesses with little cost. Though, Abrams is a hilariously mobile GigaChad regardless but I digress.The items are obviously hero bias; I main McGinnis, and all of these items enable mcginnis to risk more whereas she is currently a free kill any time she's caught in enemy lines (this is consistently from low level to high level by the way).
I'm probably overthinking this and this is better figured out through testing, but how exactly would the push effect work under the context of the game's physics?As for the cyclone feedback, the knockback isn't very strong. I made a previous thread for cyclone- it pushes at about 12m/s. Anyone moving faster than that walks slowly through it. Anybody can dash through it to the center easily. Move speed enables the user to bypass the 12m/s speed needed since the average sprint is around 11m/s.
I do play with fleetfoot/melee charge already but i hadn't experimented with the punch launch tech, thanks! definitely looks up my alleyThis is subjective, but I feel as if that's by design. Mcginnis is a heavygineer and has two stamina bars, so it makes sense why she struggles when she's caught. The whole shtick with builder characters is that their threat level grows the longer they stay in one spot. M&K, McGinnis, and Abrams used to able to HMC (Heavy Melee Cancel) with some of their abilities, and that level of mobility allowed them to cover their weaknesses with little cost. Though, Abrams is a hilariously mobile GigaChad regardless but I digress.
I do recommend Melee Charge and Fleetfoot for McGinnis. They're very nice items for her kit, and they grant you HMC. Though, do be wary about using HMC for escaping because any kind of movement slow counters its speed boost pretty hard.
I'm probably overthinking this and this is better figured out through testing, but how exactly would the push effect work under the context of the game's physics?
Would it just be a flat acceleration with a speed cap?
How would it work with multiple Cyclones? Would they stack their effects?
Some other things to think about with how the cyclone would work:
- Dashing forces your speed to ~610 U/s. This is why most knockback effects like Puddle Punch, Dynamo Stomp, and McGinnis wall cancel your dash.
- Dash jumping just converts dash momentum into a jump.
- Heavy melee is a high acceleration value with a speed cap. Kinda like Demoknight charging except you can't bypass the cap with scalar projection to achieve low earth orbit. Basically, it has trouble overcoming knockback effects.
What? Which part of this post is a sexual innuendo?Nah.. keep the sexual innuendos out of the game. Don't fill it with more perverse nonsense than there already is. We've already got modders creeping on all the female characters. Pure degeneracy. And destroys the game for a lot of people.
You are not familiar with snail trail are ya? Google my friend.What? Which part of this post is a sexual innuendo?
This is a you thing dude. Nobody else took that sexually.You are not familiar with snail trail are ya? Google my friend.
Are you familiar with snails?You are not familiar with snail trail are ya? Google my friend.
LOL. that's not even the conversation. It's literally an innuendo.Are you familiar with snails?
LOL you speak for the entire world huh? Interesting. Never heard of ya. Either way. Google it and get back to me. Is that what you want children looking up on the internet randomly because of a game reference? I doubt it.This is a you thing dude. Nobody else took that sexually.
Snails leave trails, and the two words rhyme. The item leaves a trail, like a snail, and is a memorable name that aptly conveys the function of the item. I wasn't aware there was an innuendo associated with that, but even if there is, it really doesn't detract from the origin of the term itself, which is a snail, leaving a trail.Nah.. keep the sexual innuendos out of the game. Don't fill it with more perverse nonsense than there already is. We've already got modders creeping on all the female characters. Pure degeneracy. And destroys the game for a lot of people.