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geordoncox21

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Vitality item 3000 souls

On successful parry deal 50% more melee damage to the stunned user only buff lasts 3 seconds gets consumed on use
(In the case of multiple parry's buff duration is reset and another melee damage buff is added with diminishing returns 50% for 1 75% for 2 87.5% for 3 93.75% for 4 and so on for a max stack of 6.)
On successful parry ignore bullet shield and spirit shield on hit
On successful parry give 3 m/s move speed last 3 seconds
On successful parry give 15% increased dash distance last 3 seconds
On successful parry grant 1 stamina

Gives 25% melee resistance
100 bonus health
 
This item doesn’t make sense; its maximum price should be around 500 souls. For 3000, it’s way too useless.
 
This item doesn’t make sense; its maximum price should be around 500 souls. For 3000, it’s way too useless.
True, 3k is a lot for a parry specific item(no matter how good or bad it is.) Here is my idea:Advanced-Parry Technique-1738101195.png
For anyone curious the normal parry cooldown is 4.5s. The problem with high cost parry items is that the enemy will stop meleeing if the item is too good(if he isn`t stupid), and then the item is pointless.
 
True, 3k is a lot for a parry specific item(no matter how good or bad it is.) Here is my idea:View attachment 35153
For anyone curious the normal parry cooldown is 4.5s. The problem with high cost parry items is that the enemy will stop meleeing if the item is too good(if he isn`t stupid), and then the item is pointless.
This is probably a better version, but it also runs into some problems. Parries are already incredibly oppressive for stopping people from using melee. Whenever I get matched against substantially higher skilled players (which, unfortunately, happens at least a few times a week) I find that even baiting parries isn't enough to get to land a decent amount of melee hits for a dedicated melee build. Reducing the CD on Parry is... not a direction I think players will want to go.

All of that said, I don't think an item that increases your melee damage even further after parrying is a good idea for an item. I know there's a lot of people that don't know this, but your melee damage is actually increased by like, 25% against a target that you've parried. There's a reason why getting parried early on in lane is basically a death sentence. 2 Heavy melees after getting parried is something like 260 damage that you can't stop, and I think the average HP for heroes at start is between 550 and 600. Add in creep damage and snagging a couple shots from your gun between the melees and you get close to 80% of a Heroes HP with no way to fight back if you get parried. You are VERY unlikely to make it back to safety without some very favorable circumstances (like a viscous cube, or a Quantum entanglement to save your ass).
 
This is probably a better version, but it also runs into some problems. Parries are already incredibly oppressive for stopping people from using melee. Whenever I get matched against substantially higher skilled players (which, unfortunately, happens at least a few times a week) I find that even baiting parries isn't enough to get to land a decent amount of melee hits for a dedicated melee build. Reducing the CD on Parry is... not a direction I think players will want to go.

All of that said, I don't think an item that increases your melee damage even further after parrying is a good idea for an item. I know there's a lot of people that don't know this, but your melee damage is actually increased by like, 25% against a target that you've parried. There's a reason why getting parried early on in lane is basically a death sentence. 2 Heavy melees after getting parried is something like 260 damage that you can't stop, and I think the average HP for heroes at start is between 550 and 600. Add in creep damage and snagging a couple shots from your gun between the melees and you get close to 80% of a Heroes HP with no way to fight back if you get parried. You are VERY unlikely to make it back to safety without some very favorable circumstances (like a viscous cube, or a Quantum entanglement to save your ass).
It's actually 35%, and I know this:)
 
Active-Parry-1738116312.png
So a bit of a different idea that just came to my mind. This item needs an obvious visual indicator, basically you activate it when you see an enemy getting close in order to melee and then you are safe(at least from melees) for some time. Also parrying with this item won`t force you into the animation, so you could instatly move away. After the first parry the buff is lost, so 2 players can get through it if you don`t parry normaly.
 
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