Explorer's Shoes + Journeyman's Guide + Slipstream (Vitality T1, T3, T4)

Danvari

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Numbers are subject to change. The T1 item is the most important part of this thread, T3 and T4 are possible, but not necessary, additions.


Explorer's Shoes (T1 Vitality) §500
+10% Slide Distance
+10% Stamina Recovery
Passive: Out of combat gain +0.15m/s Sprint Speed for every box and statue destroyed. Lose all stacks upon entering combat. (15 second cooldown)

Journeyman's Guide (T3 Vitality) §1750 Components: Explorer's Shoes §
+25% Slide Distance
+20% Stamina Recovery
+1m/s Move Speed
Passive: Out of combat gain stacking +0.15m/s Sprint Speed for every box and statue destroyed. Passing by jungle creeps grants additional stacking +0.3m/s Sprint Speed. Lose all stacks upon entering combat. (15 second cooldown)


Slipstream (T4 Vitality) §8500 Components: Journeyman's Guide
+50% Slide Distance
+30% Stamina Recovery
+3m/s Move Speed
Passive: Out of combat gain stacking +0.15m/s Sprint Speed for every box and statue destroyed. Passing by jungle creeps and allies grants additional stacking +0.3m/s Sprint Speed. Lose all stacks upon entering combat. (15 second cooldown)
Active: You and nearby allies in an area around you immediately enter their maximum Sprint Speed and cannot lose sprint for 5 seconds. Any passive Sprint Speed earned through Passive stacks is given to nearby allies. (15 second base cooldown +10 second cooldown per teammate affected)



The general idea behind these items is first and foremost to promote exploration for players. Currently a lot of new players are not even aware of the locations of destructible items or jungle camps. Reading this item should give them a hint on the importance of those things.

Secondly, there are not many roaming items, at least not outside basic bonus Sprint Speed stats. This item is meant to fulfill that roaming role, while at the same time speeding up collection of collectibles.

Thirdly, it's a way for people to optimize their routes for roaming, as well as collecting collectibles. Think of it as a speedrunning minigame within Deadlock meant to get players used to the map itself and explore a little.

Finally, this item culminates in a very strong final upgrade into a support/movement item. A team-wide instant movement speed buff can be useful for pushing an advantage or simply saving your teammates. The idea behind the cooldown is to make sure the item is not abused for teamfights or teamwide map rotations too often, but can still be used relatively often to save singular teammates or speed up the movement of your allied creeps while splitpushing.

Why Slide Distance, Stamina Recovery and Move Speed? I did not want to stack up additional sprint speed alongside the passive, as well as not having the item fight with Sprint Boots or Extra Stamina. Stamina Recovery in itself is very useful and kind of underused in the item category, but in this case it helps rotating through the map even more. Slide Distance is a really neat stat and only two other items currently utilize it, but it's not the main stat in those items either. Here it shines in allowing the player to dash slide into boxes to destroy them faster, where extra slide distance comes in clutch. +Move Speed is just a cherry on top, since the item is fairly expensive and who doesn't love to move fast?

Why so expensive? Component stacking: T1 500 base soul price + T3 1250 base soul price + T4 6300 base soul price = 8050. Even self-activating the item makes the user very slippery, but surviving additional 15 seconds after will let the player gain passive stacks for additional slipperiness. Within teamfights being able to catch people out with the speed is very much worth the price as well.
 
Good idea, i think one problem is "passing by allies and jungle creeps" what does that mean? run towards a allie will grant speed? i think its a little weird to see someone running towards his own allies to gain speed.
But breaking crates and statue could work. Maybe at tier 2 mantain the same "grant speed when breaking crates "but add "enter combat with jungle creeps does not break the effect" because at some point would be annoying to lose all the stack everysingle time you fight a jungle creep, it will eventually force you to not attack jungle creep losing all those souls.
at tier 3 same bonus but add "at max stacks next bullet shoot to a enemy hero will do +150 bullet damage" 12 sec
 
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Good idea, i think one problem is "passing by allies and jungle creeps" what does that mean? run towards a allie will grant speed? i think its a little weird to see someone running towards his own allies to gain speed.
But breaking crates and statue could work. Maybe at tier 2 mantain the same "grant speed when breaking crates "but add "enter combat with jungle creeps does not break the effect" because at some point would be annoying to lose all the stack everysingle time you fight a jungle creep, it will eventually force you to not attack jungle creep losing all those souls.
at tier 3 same bonus but add "at max stacks next bullet shoot to a enemy hero will do +150 bullet damage" 12 sec

I think if you could kill jungle camps and maintain sprint speed it would be bit too strong I think. It's meant to be more of a roaming item rather than a farming item.

About the passing by part, it just means walking next to them within close proximity. It's so you could gank a lane, leech speed off of your teammate and go to another lane or go back to yours.
 
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