dukethib
New member
Hello,
Currently, Melee Charge is an incredibly useful item in the early-mid portion of a match, but falls off a bit towards the end. Heroes like Abrams and Viscous in particular suffer a significant decrease in value of the item with no great way to extend its use beyond reducing resists or adding other effects to their melees. While Spirit Snatch and Lifestrike are solid items, relying solely on melee damage in the end game doesn't work as well as team fights are usually happening in areas with much more open space and verticality, not to mention all the movement based items that players build on most heroes.
So, my proposal is Brawler
A T4, 6000 soul gun item, that requires Melee Charge (so 7250 total).
Stats:
- Everything included with Melee Charge (as well as it's passive)
- 10% increased Fire Rate
- +150 Bonus Health
Passive: After successfully hitting an enemy with a Heavy Melee, receive the following bonuses;
- You cannot be stunned by a parry. (the damage block would still occur)
- Immunity to move speed slows. (not spell stuns, silences, tethers, sleeps, etc.)
- 10% increased weapon damage per enemy hit with a heavy melee. (Even if parried)
8s duration.
I feel as though this item would reward heroes who's gameplay somewhat relies on hitting heavy melees, while also allowing them to stay relevant in longer, more open team fights as the game progresses and enemies don't just die after eating one heavy melee. They would be more incentivized to use their gun after the buff activates and be better able to contribute to fights where they likely won't be in a position to land a lot of melee hits. It could also open up more choice for builds on heroes that could make use of this item, but maybe not the other melee items like Spirit Snatch or Lifestrike.
Currently, Melee Charge is an incredibly useful item in the early-mid portion of a match, but falls off a bit towards the end. Heroes like Abrams and Viscous in particular suffer a significant decrease in value of the item with no great way to extend its use beyond reducing resists or adding other effects to their melees. While Spirit Snatch and Lifestrike are solid items, relying solely on melee damage in the end game doesn't work as well as team fights are usually happening in areas with much more open space and verticality, not to mention all the movement based items that players build on most heroes.
So, my proposal is Brawler
A T4, 6000 soul gun item, that requires Melee Charge (so 7250 total).
Stats:
- Everything included with Melee Charge (as well as it's passive)
- 10% increased Fire Rate
- +150 Bonus Health
Passive: After successfully hitting an enemy with a Heavy Melee, receive the following bonuses;
- You cannot be stunned by a parry. (the damage block would still occur)
- Immunity to move speed slows. (not spell stuns, silences, tethers, sleeps, etc.)
- 10% increased weapon damage per enemy hit with a heavy melee. (Even if parried)
8s duration.
I feel as though this item would reward heroes who's gameplay somewhat relies on hitting heavy melees, while also allowing them to stay relevant in longer, more open team fights as the game progresses and enemies don't just die after eating one heavy melee. They would be more incentivized to use their gun after the buff activates and be better able to contribute to fights where they likely won't be in a position to land a lot of melee hits. It could also open up more choice for builds on heroes that could make use of this item, but maybe not the other melee items like Spirit Snatch or Lifestrike.