[ACTIVE] Gum Boots - Wall running item

Monk_Fruit

New member
[LORE]: Boots infused with the power of an explosive gum -> made by some mystical alchemist/candy man?

3.2k [ACTIVE] green item
(I'm new to drawing, just downloaded an app on my ipad just for this lol)
DL.jpg
Passives = [undecided]
Active = When activated, it gives the user 15s of wall-running when near a wall. After the duration has ended, the user will fall off the wall -> there is a short 2s timer after falling off the wall to where you can press on the active item again to fall down fast and the force of the landing will make the gum EXPLODE, dealing spirit damage in a small radius.
Other conditions:
+ If an enemy shoots you, you will not fall down but any debuffs (slows, stuns, etc...) will still apply and can make you fall down (knockdown for example)
+ If you press space whilst wall-running you will wall-jump away from the wall -> can dash back on the wall & continue wall-running

- the reason this item is an active is because a passive wall-running item would be too strong and annoying to fight against
- the drop down ability is inspired by the one by Majestic Leap, allowing for a more aggressive dive playstyle
 
I forgot to mention:
- You can shoot whilst on the wall
- You will fall down if you stop running/moving
- Only very specific abilities can be used when wall running, for example:
+ Dynamo stomp will make you stop wall-running in order to perform ability but using his healing ability will not make you fall off the wall
 
This is not well thought out at all. It's simply unrealistic to make an item that requires distinct animation for all the heroes, when there are 50 heroes in this game in the future they will all have different postures and body sizes, requiring different sets of wallrunning animations and it will almost never happen. Besides, there are already tons of movement mechanics and you're trying to add more which the game doesn't need.

We got HMC removed and edge boosts nerfed because the movement is already good enough, we don't really need something like this. Maybe turn it into a hero design instead, but again, there's Fathom who does something similar already.
 
It's simply unrealistic to make an item that requires distinct animation for all the heroes, when there are 50 heroes in this game in the future they will all have different postures and body sizes, requiring different sets of wallrunning animations and it will almost never happen.
There is a mirage wall-running animation in the files and that's one of the reasons I made this item, they have already tested it, so no it's not "unrealistic" at all. This is Valve we're talking about, not Blizzard or EA who don't care. This is a high quality game, they have and can put in the effort and can certainly make it happen.

Besides, there are already tons of movement mechanics and you're trying to add more which the game doesn't need.
You are absolutely correct in saying that the game doesn't need this because there's so much movement, however, I can make a counter argument that the game SHOULD have this because of the same reason, "it already has so many movement mechanics" and it's already a clusterfuck of things put together, so why not have the most fun and iconic movement mechanic of all time?

We got HMC removed and edge boosts nerfed because the movement is already good enough, we don't really need something like this. Maybe turn it into a hero design instead, but again, there's Fathom who does something similar already.
One of the biggest reasons why HMC got removed is because it was too strong, you could rotate across the map in a second with it, chase and escape unbelievably fast. Making it way too dominant especially in the competitive scene. I think you're misinterpreting my idea with this item, this isn't much of a "useful" item but more of a "fun" one that i think the game should have. Most characters will be straight up useless if they get this item, I wouldn't be surprised if this was considered a troll pick in a competitive setting. It is literally worse (slower) to use this item than running on foot and sliding to rotate around the map AND it can easily be cancelled by CC abilities (knockdown, warden cage, haze knife, Ivy stoneform etc...). This item is primarily made for specific heroes such as Mirage to run & gun, for Haze to roam while invis on the wall (making it harder to detect her), allowing for funny interactions such as Bebop hooking someone whilst on the wall and I can image how "fun" it would be for a group of friends buying it and rolling out with it. This item can also come in clutch when trying to escape, allowing you to escape vertically now whilst in certain areas of the map (this is if the enemy cannot CC it). The comparison to Fathom is one that I don't understand, he is a working in progress character that goes invis and latches onto a wall, even Fathom can use this item to rotate into enemy base to go invis ambush. I am also aware that there is also Shadow Weave that can be used as a ambushing tool but that item costs 6.4K and is much more hero specific. I have thought of making it a hero who can wall run but I feel like it is much more fun when you and your entire team can buy it to ambush the enemies, again it's more "fun" than it is "useful"
 
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There is a mirage wall-running animation in the files and that's one of the reasons I made this item, they have already tested it, so no it's not "unrealistic" at all. This is Valve we're talking about, not Blizzard or EA who don't care. This is a high quality game, they have and can put in the effort and can certainly make it happen.
I think you didn't understand what i said, Mirage had this because it was gonna be one of his abilities and making a set of wallrun animations for just 1 character is easy. What's not realistic is making multiple sets of wallruning animations for each and every character with different body postures/sizes.

Do you seriously believe a 3.2k item will have its own animations that require to be updated each time a new hero gets added? I don't think you understand how game development works, this is one of the most common mistakes people make when thinking of suggestion for games. They make a single detailed thing that requires tons of animations, adds different/unplausible mechanics, or has other compatibility issues.

You're forgetting other things like every wall geometry and prop needing to be manually clipped in order to make this kind of thing usable, with only 1 item you created immense work load for the animation team, map team and the item/balancing team. This is simply an unefficient and unrealistic item, i'd make it a character ability which is much more reasonable.

You are absolutely correct in saying that the game doesn't need this because there's so much movement, however, I can make a counter argument that the game SHOULD have this because of the same reason, "it already has so many movement mechanics" and it's already a clusterfuck of things put together, so why not have the most fun and iconic movement mechanic of all time?
I'm not saying this shouldn't be added, i'm saying adding this thing in the form of an item is simply unrealistic.

One of the biggest reasons why HMC got removed is because it was too strong, you could rotate across the map in a second with it, chase and escape unbelievably fast. Making it way too dominant especially in the competitive scene. I think you're misinterpreting my idea with this item, this isn't much of a "useful" item but more of a "fun" one that i think the game should have. Most characters will be straight up useless if they get this item, I wouldn't be surprised if this was considered a troll pick in a competitive setting. It is literally worse (slower) to use this item than running on foot and sliding to rotate around the map AND it can easily be cancelled by CC abilities (knockdown, warden cage, haze knife, Ivy stoneform etc...). This item is primarily made for specific heroes such as Mirage to run & gun, for Haze to roam while invis on the wall (making it harder to detect her), allowing for funny interactions such as Bebop hooking someone whilst on the wall and I can image how "fun" it would be for a group of friends buying it and rolling out with it. This item can also come in clutch when trying to escape, allowing you to escape vertically now whilst in certain areas of the map (this is if the enemy cannot CC it). The comparison to Fathom is one that I don't understand, he is a working in progress character that goes invis and latches onto a wall, even Fathom can use this item to rotate into enemy base to go invis ambush. I am also aware that there is also Shadow Weave that can be used as a ambushing tool but that item costs 6.4K and is much more hero specific. I have thought of making it a hero who can wall run but I feel like it is much more fun when you and your entire team can buy it to ambush the enemies, again it's more "fun" than it is "useful"
While it is fun, this item is doing very little and requires a lot of work for the devs to implement. Mechanically it is cluttered as well, having a 15 second timer after activation and having another 2 second timer that requires you to activate it again is not how actives in this game work. You either toggle it or it activates and goes on a cooldown, the 2 second timer is not required. You should make it similar to current items, why not make it a passive with a cooldown after travelling a certain distance?

Overall it just doesn't seem that cohesive to me, maybe post it as an item card with all the stats, effects and cooldowns which will make it easier to see it all in one place.
 
I think you didn't understand what i said, Mirage had this because it was gonna be one of his abilities and making a set of wallrun animations for just 1 character is easy. What's not realistic is making multiple sets of wallruning animations for each and every character with different body postures/sizes.
Do you seriously believe a 3.2k item will have its own animations that require to be updated each time a new hero gets added? I don't think you understand how game development works, this is one of the most common mistakes people make when thinking of suggestion for games. They make a single detailed thing that requires tons of animations, adds different/unplausible mechanics, or has other compatibility issues.
You're forgetting other things like every wall geometry and prop needing to be manually clipped in order to make this kind of thing usable, with only 1 item you created immense work load for the animation team, map team and the item/balancing team. This is simply an unefficient and unrealistic item, i'd make it a character ability which is much more reasonable.
I'm not saying this shouldn't be added, i'm saying adding this thing in the form of an item is simply unrealistic.
While it is fun, this item is doing very little and requires a lot of work for the devs to implement. Mechanically it is cluttered as well, having a 15 second timer after activation and having another 2 second timer that requires you to activate it again is not how actives in this game work. You either toggle it or it activates and goes on a cooldown, the 2 second timer is not required. You should make it similar to current items, why not make it a passive with a cooldown after travelling a certain distance?
Overall it just doesn't seem that cohesive to me, maybe post it as an item card with all the stats, effects and cooldowns which will make it easier to see it all in one place.
The only reason I wanted it as an item is because I want to wall-run on my favourite characters not just it being a gimmick for one specific hero. If the item was a passive I wouldn't like to use it because what if I unintentionally activate it whilst getting too close to a wall? then it would go on cooldown again, I would prefer to manually activate it and be sure when I can wall-run. The reason I have that "2s timer" later is inspired directly by Majestic Leap, where upon activation, you have a short duration to use the ability again to dive downwards, the item could provide a similar aggressive dive mechanic. But yeah, you're right in saying I don't know much about game development and maybe it is too much effort to put in for the dev team. I did half-ass the item and didn't mention any passive stats or specific cooldowns because it wasn't the main point and I feel like whatever I put down now won't matter much since the devs will continually change and alter those stats to fit the game better, it's not like they will put the exact item people made in the game, just the main mechanic of it & they will tweak it from there. The toggling idea is pretty good and more easier to think about so maybe it should work like blood tribute. Anyway, thanks for the feedback.
 
The only reason I wanted it as an item is because I want to wall-run on my favourite characters not just it being a gimmick for one specific hero. If the item was a passive I wouldn't like to use it because what if I unintentionally activate it whilst getting too close to a wall? then it would go on cooldown again, I would prefer to manually activate it and be sure when I can wall-run. The reason I have that "2s timer" later is inspired directly by Majestic Leap, where upon activation, you have a short duration to use the ability again to dive downwards, the item could provide a similar aggressive dive mechanic. But yeah, you're right in saying I don't know much about game development and maybe it is too much effort to put in for the dev team. I did half-ass the item and didn't mention any passive stats or specific cooldowns because it wasn't the main point and I feel like whatever I put down now won't matter much since the devs will continually change and alter those stats to fit the game better, it's not like they will put the exact item people made in the game, just the main mechanic of it & they will tweak it from there. The toggling idea is pretty good and more easier to think about so maybe it should work like blood tribute. Anyway, thanks for the feedback.
I still think it would make it easier to visualize if you made it an item card with stats and other stuff, there are some templates for that online like this. Or you can just make it in a drawing program as well. It's really useful to see everything in one place rather than having it in text form.
 
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