With the recent changes that can give bells increased lifetime, I feel like having impact damage when stationary in that state would make that lifetime actually have a purpose outside of having a minor slow on the field that you'd probably just prefer to explode immediately when someone goes into the radius (but also no one is throwing bells spaced around the field, they're being thrown AT people to get impact damage + explosion)
Having impact on stationary bells would let him actually having some area denial, could create some interesting synergy with the cart if you cart someone through a mine field of bells, etc. I think it would elevate the character's kit and creativity of the player. It's clear the "spirit nuke" play style of Doorman isn't really desired or intended given the nerfs, so I think this is a good way to make use of the bell duration T3 and make him have a more "chip damage" use of the bells during chaotic team fights. This puts him more into the "mind game" and disruptive character he seems to have been intended to be rather than a pure support or spirit nuker.
The obvious concern would be how do you balance stacking multiple bells and making it a nuke (however much that can be given the lifetime limitation/charges on top of it only being fractional damage of the bell as a whole). Not sure what the balance should be there, but it depends on the philosophy of the devs I suppose. Possible thoughts:
1. If you don't see the bright glowing radius around the bell and still walk into it, that's on you; rewards the "set up" and the person waltzing into the trap or the doorman successfully using the trap setup with a cart combo
2. Make bells that are within the same radius not have the stationary impact damage to completely stop that sort of playstyle
3. Stationary impact damage has some sort of diminishing returns for each consequential impact hit within a certain time frame
Having impact on stationary bells would let him actually having some area denial, could create some interesting synergy with the cart if you cart someone through a mine field of bells, etc. I think it would elevate the character's kit and creativity of the player. It's clear the "spirit nuke" play style of Doorman isn't really desired or intended given the nerfs, so I think this is a good way to make use of the bell duration T3 and make him have a more "chip damage" use of the bells during chaotic team fights. This puts him more into the "mind game" and disruptive character he seems to have been intended to be rather than a pure support or spirit nuker.
The obvious concern would be how do you balance stacking multiple bells and making it a nuke (however much that can be given the lifetime limitation/charges on top of it only being fractional damage of the bell as a whole). Not sure what the balance should be there, but it depends on the philosophy of the devs I suppose. Possible thoughts:
1. If you don't see the bright glowing radius around the bell and still walk into it, that's on you; rewards the "set up" and the person waltzing into the trap or the doorman successfully using the trap setup with a cart combo
2. Make bells that are within the same radius not have the stationary impact damage to completely stop that sort of playstyle
3. Stationary impact damage has some sort of diminishing returns for each consequential impact hit within a certain time frame