Fists of Fury T3 Gun

SkeletonHoney

New member
+8% Spirit Resist
+25% melee damage
+1 m/s Move Speed
10% Fire Rate slow

Passive
Your Melee Attacks apply stacking negative melee resist (or melee amp) on the target. -6% for light melees and -10% for heavy melees. duration 18s and melee attacks heal for 12% of the damage dealt.

This could possibly build from melee charge for slots sake but the goal of the item is to make using melee primarily in combat more rewarding and viable. The negative fire rate and stacking negative melee resist means that gun builds cant abuse this for any damage amp and the small but reliable healing would mean it could compete with enemy gun builds that are stacking bullet life steal. Late game melee falls off because you tend to get blown up in team fights standing still punching so spirit resist would be appropriate to stretch the viability of this item later into games. I like this item as an alternative to sharpshooter that really helps define a build for a specific purpose. I also think it would be prudent to give the stacks a long time to decay so that you would have the option to skirmish instead of always full committing. Or just give Lash this passive as a passive or upgrade on grapple and i would be happy the guys a brawler in lore like cmon please please please.
 
Similar idea I worked on:
The stats seem very similar.

However, your iteration seems to be hard to make full use (takes a while). You have to consider melee damage can be INSANELY high when combined with the other melee items and yamato, for instance.

I do agree on increasing melee damage and movespeed to get in closer. And I do agree a gun item for melee will diversify melee damage, and also implement gun more. However, your item seems to go away from implementing gun, but instead hinders synergy with gun.
 
Similar idea I worked on:
The stats seem very similar.

However, your iteration seems to be hard to make full use (takes a while). You have to consider melee damage can be INSANELY high when combined with the other melee items and yamato, for instance.

I do agree on increasing melee damage and movespeed to get in closer. And I do agree a gun item for melee will diversify melee damage, and also implement gun more. However, your item seems to go away from implementing gun, but instead hinders synergy with gun.
Your item would feel very cumbersome to use and annoying to fight against, the mark into melee combo mechanic (its a very cool idea, would work better as an actual hero ability/passive) is the most complicated item passive in the game by far and faster melees and cc would piss people off, i feel as though my item would be less abrasive to go up against and very simple to understand and utilize on first buy. (also imo adding melee resist to melee items is antithetical to melee combat as a whole) To your point about implementing gun more, I think the current melee items have tons of utility and use cases for lots of different builds already and adding any more melee items without them having drawbacks would make melee builds too universal.
 
Your item would feel very cumbersome to use and annoying to fight against, the mark into melee combo mechanic (its a very cool idea, would work better as an actual hero ability/passive) is the most complicated item passive in the game by far and faster melees and cc would piss people off, i feel as though my item would be less abrasive to go up against and very simple to understand and utilize on first buy. (also imo adding melee resist to melee items is antithetical to melee combat as a whole) To your point about implementing gun more, I think the current melee items have tons of utility and use cases for lots of different builds already and adding any more melee items without them having drawbacks would make melee builds too universal.
Thank you for the feedback. I mean, isn't that the point of the item? To make the fighting a little more dirty? I did make a sound que to signal to people to be aware to potentially go for a parry, and hence potentially end up getting punched by multiple people at once. It's high risk, high reward type item. The melee items do not branch into gun, which I wish there was an item that puts together a more scrappier gun based related thing.

I have an interesting amendment. Perhaps if 75% of shots land of a clip within combat (does not have to be in the same reload, just so long still in combat), the next heavy punch they recieve will be a stun? I think that would be more fair. Perhaps you could tone down melee resist, and completely remove the faster melee animation. How does that sound? It sounds like my item could have ended up with a scenario where you can just have people just assassinating someone via punches when knocked down.
 
Thank you for the feedback. I mean, isn't that the point of the item? To make the fighting a little more dirty? I did make a sound que to signal to people to be aware to potentially go for a parry, and hence potentially end up getting punched by multiple people at once. It's high risk, high reward type item. The melee items do not branch into gun, which I wish there was an item that puts together a more scrappier gun based related thing.

I have an interesting amendment. Perhaps if 75% of shots land of a clip within combat (does not have to be in the same reload, just so long still in combat), the next heavy punch they recieve will be a stun? I think that would be more fair. Perhaps you could tone down melee resist, and completely remove the faster melee animation. How does that sound? It sounds like my item could have ended up with a scenario where you can just have people just assassinating someone via punches when knocked down.
The marking requirements are too complicated, I would just have any melee attack (possibly any melee damage? could be too strong on certain heros) mark the target (with the sound queue) and then a follow up heavy melee would produce the stun. The melee speed change I think has to go yes. I think with these changes its an item I would more realistically see be added and enjoyed while keeping the essence of your item intact.
 
The marking requirements are too complicated, I would just have any melee attack (possibly any melee damage? could be too strong on certain heros) mark the target (with the sound queue) and then a follow up heavy melee would produce the stun. The melee speed change I think has to go yes. I think with these changes its an item I would more realistically see be added and enjoyed while keeping the essence of your item intact.
What about toxic bullets/silencer build up? Build up that "K-O"? So instead of just a hit, it's just based on how toxic bullets/silencer builds up?
 
That could work too, you just keep saying % of clip and it keeps confusing me because nothing else works like that.
Yeah, I think that is better. What I mean is, whether you land one bullet in a shotgun spread, or all, it counts as one hit. And you need the equal amount of hits to a % of the clip size.
i.e: 50 for haze. If you need 25% of the clip size, you need to have 25 shots landing on one target.
 
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