Evolving Shots (Active that scales up with cumulative weapon damage)

item stats


Evolving Shots gains 1 stack for every 1 Weapon Damage dealt. Upon activation, the item consumes all stacks and applies an effect dependant on how many stacks were consumed. Active effect lasts for 6 seconds. Below is a chart notating how the item evolves over time.

0-1999 Damage: bullets apply up to -20% Bullet Resist upon activationscales up
2000-2999 Damage: bullets apply -20% Bullet Resist, Gain up to 150 Bullet Shield upon activationflat value & scales up
3000-4999 Damage: bullets apply -20% Bullet Resist, gain 150 Bullet Shield and provides these effects to all nearby allies upon activation. Aura size scales with stacks. flat values & scales up
5000-7999 Damage: Gain a passive -30% reload speed. Lose this passive upon activation.passive (conditional)
8000+ Damage: Gain a passive -30% reload speed and 150 Spirit Shield permanently. Once this evolution is reached, the user cannot receive passive benefits again.passive (permanent)


The icon would change depending   on how many stacks have been built.
The user has to make a choice on when to activate this item, as all stacks are consumed upon use. If they avoid activating the item for a long time, they will receive passive benefits. If they activate it often, they will apply debuff effects more often but never receive any passive benefits. If they are especially patient, they will recieve permanent passive benefits allowing them to activate the item without fear of losing anything.

This should allow the item to continue evolving throughout an entire match, as after the user hits 8000 damage they will have an incentive to activate the item and reset the stacks back to 0.



The icon would change depending
on how many stacks have been built.
Stats (text version)
Evolving Shots 3,000
+25% ammo
-15% reload speed​
Active (15s)
Dealing weapon damage builds up stacks of evolving benefits.
Upon activation, consume all stacks and your bullets reduce
bullet resist on enemies. Depending on your stacks consumed,
you will also recieve bullet shield, produce an aura effect, gain
passive reload and spirit shield.​
 

Attachments

  • evolve.png
    evolve.png
    3 MB · Views: 3
Last edited:
I think this fits the concept of a "win more" rather than rewarding skill expression.-20% bullet damage resist from applying bullet damage is waaaaaaay too much, but aside from that, I just don't think it would be healthy for the game.
 
I think this fits the concept of a "win more" rather than rewarding skill expression.-20% bullet damage resist from applying bullet damage is waaaaaaay too much, but aside from that, I just don't think it would be healthy for the game.
Not sure what you mean by win more, if we assume that stacks can be built off of camps and minions then a losing/defending team would build stacks just as easily as a snowballing opponent.

And if Bullet Resist builds off of stacks then logically nobody is going to be dishing out -20% off cooldown, because they have to build 2000 BULLET ONLY damage first to reach that threshold, which nobody is going to be doing every 15 seconds. Especially any remotely spirit based build where a massive chunk of their damage dealt isn't going to actually build stacks on this item.

And personally I think the concept of having to choose when you activate an item rather than mashing it off cooldown is in itself a form of skill expression, as is building entirely into your gun in such a way that you can't reliably deal spirit damage so you need to tear through more bullet resist to compensate.
 
Last edited:
Not sure what you mean by win more, if we assume that stacks can be built off of camps and minions then a losing/defending team would build stacks just as easily as a snowballing opponent.

And if Bullet Resist builds off of stacks then logically nobody is going to be dishing out -20% off cooldown, because they have to build 2000 BULLET ONLY damage first to reach that threshold, which nobody is going to be doing every 15 seconds. Especially any remotely spirit based build where a massive chunk of their damage dealt isn't going to actually build stacks on this item.

And personally I think the concept of having to choose when you activate an item rather than mashing it off cooldown is in itself a form of skill expression, as is building entirely into your gun in such a way that you can't reliably deal spirit damage so you need to tear through more bullet resist to compensate.
Does it not say that 0-1999 damage applies -20% bullet resist? so no commitment needed? Also 2000 bullet damage is not that much if NPCs are allowed.
Its win more effects are extremely reduced if it can build off of npcs which I wasn't considering. I do think it would need a big rework in its current form.
 
Does it not say that 0-1999 damage applies -20% bullet resist? so no commitment needed? Also 2000 bullet damage is not that much if NPCs are allowed.
Its win more effects are extremely reduced if it can build off of npcs which I wasn't considering. I do think it would need a big rework in its current form.
it says up to -20%. I didn't specify the start of its scaling but you could assume it's something like -5% bullet resist at 0 stacks and then it scales up to -20% at 2000 stacks/damage. I suppose that's a formatting error on my part since it doesn't explicitly say where the scaling starts. Unfortunately i can't edit the post the change that due to how the forum works.

If we assume you can't build off of npcs then trying to deal 2000 bullet-exclusive damage on an enemy is going to necessitate either winning a fight or surviving multiple consecutive teamfights without using the active, because any kills secured during the active itself logically isn't going to build stacks on the next active you use. There's no "win more" because the active effect isn't going to be used to build stacks, it's only going to be used to consume stacks. All stacks have to be built without the active effect itself.

If we assume you CAN use npcs, then you're going to have to take multiple camps/waves using gun only to farm stacks, which is in itself a form of skill expression since you're using map resources to ramp up. And because using the active in a fight isn't going to build stacks, you'll have to go back to farming camps afterwards to build it again, which is entirely conducive to how the game is already played.
 
Last edited:
Back
Top