mcdaniel_kevin
New member
This item would ideally replace Fleetfoot as one of the few reasons you would take this item is if you're playing Warden or need to HMC.
Cost: 6200 Souls, would upgrade from Enduring Speed. After upgrading, it takes up an Active slot.
Stats:
+1.5 m/s Move Speed
+3 m/s Sprint Speed
+120 Bonus Health
+3 Health Regen
Active: 10s Cooldown
Charge up the boost briefly (about the same amount of time as a Heavy Melee) and boost forward. Using this item interrupts your Heavy Melee attacks. Gain a short burst of movement speed (enough to make up for any stoppage during the windup animation if you choose to use it grounded.)
HMC has been a hotly debated issue since its discovery, having been removed, re-implemented, and removed again this patch. This item would, for a hefty investment or as a very late game item, allow the same movement tech on any hero, including the ability to cancel Heavy Melee for parry baiting, advanced movement tech, and would be a good alternative to Superior Stamina for heroes who would find the investment past Extra Stamina to be mostly redundant and unnecessary. Early-mid game it would not be realistic to see this item, allowing counterplay to Heavy Melee reliant heroes like Abrams who would normally need to stun to avoid parrying consistently. I believe this offers a good contrast to Superior Stamina, allowing players to choose between short, extended bursts of movement and lots of Stamina gauge to change direction often.
Having the item take up an Active slot is necessary since you would use it on command and would give players more options when considering what actives to take. I feel that Active slots are underutilized in that besides direct counter items like Metal Skin there really isn't a reason to fill all of the slots.
HMC movement is VERY fun to play with and it would be a shame to see it removed from the game. This I believe is a fair compromise since Enduring Speed is a must-buy on everyone and would be an interesting addition that would see heroes who did not have HMC-cancellable abilities to have access to it while having it unlocked at a point in the game where teamfights are probably already occurring. This would also deepen the interactions between Heavy Melee and parrying without trivializing the laning phase if your lane has difficulty staying out of melee range.
Cost: 6200 Souls, would upgrade from Enduring Speed. After upgrading, it takes up an Active slot.
Stats:
+1.5 m/s Move Speed
+3 m/s Sprint Speed
+120 Bonus Health
+3 Health Regen
Active: 10s Cooldown
Charge up the boost briefly (about the same amount of time as a Heavy Melee) and boost forward. Using this item interrupts your Heavy Melee attacks. Gain a short burst of movement speed (enough to make up for any stoppage during the windup animation if you choose to use it grounded.)
HMC has been a hotly debated issue since its discovery, having been removed, re-implemented, and removed again this patch. This item would, for a hefty investment or as a very late game item, allow the same movement tech on any hero, including the ability to cancel Heavy Melee for parry baiting, advanced movement tech, and would be a good alternative to Superior Stamina for heroes who would find the investment past Extra Stamina to be mostly redundant and unnecessary. Early-mid game it would not be realistic to see this item, allowing counterplay to Heavy Melee reliant heroes like Abrams who would normally need to stun to avoid parrying consistently. I believe this offers a good contrast to Superior Stamina, allowing players to choose between short, extended bursts of movement and lots of Stamina gauge to change direction often.
Having the item take up an Active slot is necessary since you would use it on command and would give players more options when considering what actives to take. I feel that Active slots are underutilized in that besides direct counter items like Metal Skin there really isn't a reason to fill all of the slots.
HMC movement is VERY fun to play with and it would be a shame to see it removed from the game. This I believe is a fair compromise since Enduring Speed is a must-buy on everyone and would be an interesting addition that would see heroes who did not have HMC-cancellable abilities to have access to it while having it unlocked at a point in the game where teamfights are probably already occurring. This would also deepen the interactions between Heavy Melee and parrying without trivializing the laning phase if your lane has difficulty staying out of melee range.