Force Shield (Down-Dash Wall T3 Spirit Item)

Enoki5708

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Force Shield
3200 Spirit (could be vitality)
+5% Stamina Recovery (or any stat)
+6% Bullet Resist (or any stat)
20s Cooldown
- Your Next Down-Dash creates a temporary wall that inverts Bullet Damage
2s Duration, 6m Shield Width, 50% Inverted Bullet Damage Heal
50% Fall Height Shield Height
(On Hit Effects are unaffected.)

Deadlock_ForceShield.png

The idea is to bring more usage and attention to Down-Dashing, while also giving a parry mechanic against bullet builds while still preserving hybrid builds!

Keep in mind that any stat is variable, this is just the idea!
 
Haven't ever seen any ideas based on down-dash. This is something really new.

I like the mechanics of the item. I think that duration is lower, than it should be. 2 second shield won't protect you good enough. Maybe five seconds would be good. But then cooldown should be increased, 25-35 seconds, something in that range.

Otherwise, it could have spirit scaling for duration. Everyone would be able to use it in critical situations, while supports would use it as a good way of team protection.
 
Haven't ever seen any ideas based on down-dash. This is something really new.

I like the mechanics of the item. I think that duration is lower, than it should be. 2 second shield won't protect you good enough. Maybe five seconds would be good. But then cooldown should be increased, 25-35 seconds, something in that range.

Otherwise, it could have spirit scaling for duration. Everyone would be able to use it in critical situations, while supports would use it as a good way of team protection.
Definitely agree, I've been thinking about this guy since I posted it, and I can never get cooldowns or durations right just by thinking, it would require testing to get exact numbers, but thats balance things anyway, this is just the idea

spirit scaling on the duration is definitely a good idea
 
I like the concept, and the fact that the barrier is half of the actual distance you fell makes it so you can't just bunny hop and down dash to trigger the effect.

I don't think I would "invert" the bullet effect though. To make it better fit in with the Spirit category, I would have it deal Spirit damage in an area around the shield that increases with bullet damage stopped (and have it actually stop the bullets (Not slow them down a ton like Paradox Wall) of enemies trying to shoot through it.
 
I like the concept, and the fact that the barrier is half of the actual distance you fell makes it so you can't just bunny hop and down dash to trigger the effect.

I don't think I would "invert" the bullet effect though. To make it better fit in with the Spirit category, I would have it deal Spirit damage in an area around the shield that increases with bullet damage stopped (and have it actually stop the bullets (Not slow them down a ton like Paradox Wall) of enemies trying to shoot through it.
Having it stun the bullets for the duration of the shield might be better than inverting it, who knows! I was originally thinking that it could remove bullet procs instead of nullifying/inverting damage, but then it overlapped too much with plated armor.

An item that does spirit damage in an area upon impact of a down dash like an abrams ult could also be very cool
 
Alright here's a v2 after some thought
of course duration and radius would scale if you had items that directly modified it, but I think overall this is a slightly more balanced version

@Rosgath @Nayurian @AleksiyFlek$$iy

80 spirit power would be +2 duration

View attachment 63415
5m minimum shield height is HUGE. 2m is probably more appropriate. Remember that 1m is about how high you jump. 2m is high enough to crouch behind. 5m is basically impossible to fire around and completely negates the reason for fall height scaling.

That said, if it dealt a burst of Spirit damage when you land, then dealt a burst of spirit damage again based on how much bullet damage was prevented, that could make it a really cool and fun item/ability. It also makes it kind of an inverse version of Alchemical Fire (which is all about doing Spirit damage over time and amplifying Bullet damage, whereas this is all about doing bursts of Spirit damage and mitigating Bullet damage) which is cool in and of itself.
 
5m minimum shield height is HUGE. 2m is probably more appropriate. Remember that 1m is about how high you jump. 2m is high enough to crouch behind. 5m is basically impossible to fire around and completely negates the reason for fall height scaling.

That said, if it dealt a burst of Spirit damage when you land, then dealt a burst of spirit damage again based on how much bullet damage was prevented, that could make it a really cool and fun item/ability. It also makes it kind of an inverse version of Alchemical Fire (which is all about doing Spirit damage over time and amplifying Bullet damage, whereas this is all about doing bursts of Spirit damage and mitigating Bullet damage) which is cool in and of itself.
APPARENTLY I have no idea how high 5m is
 
APPARENTLY I have no idea how high 5m is
1m is how high Dynamo's current Stomp is.

For lateral reference, I believe a light melee is 2m range, and a heavy melee propels you about 3m Forward and the reach of the actual punch is another 2-3m, giving it a total range of something like 5m-6m base.

Double jumping is about 2-3m up and high enough to evade most ground based attacks. 5m would be about double that, or roughly as high as the bridges are over the middle of the lanes. (you can vault those with a wall jump because your upward momentum allows you to mantle up most of your character's Height. I might be under-estimating how high the bridges are, though)
 
Alright here's a v2 after some thought
of course duration and radius would scale if you had items that directly modified it, but I think overall this is a slightly more balanced version

@Rosgath @Nayurian @AleksiyFlek$$iy

80 spirit power would be +2 duration

View attachment 63415
I didn't know, that you can ping someone in the forum.

About item, I like this iteration more.

5m minimum shield height is HUGE. 2m is probably more appropriate. Remember that 1m is about how high you jump. 2m is high enough to crouch behind. 5m is basically impossible to fire around and completely negates the reason for fall height scaling.
I can only agree with you about the usefulness. But 5 meters isn't huge, Paradox's Time Wall with T2 upgrade has 4.5 meters. Maybe it can be expanded with Ability Range, but I don't remember for sure.

That said, if it dealt a burst of Spirit damage when you land, then dealt a burst of spirit damage again based on how much bullet damage was prevented, that could make it a really cool and fun item/ability. It also makes it kind of an inverse version of Alchemical Fire (which is all about doing Spirit damage over time and amplifying Bullet damage, whereas this is all about doing bursts of Spirit damage and mitigating Bullet damage) which is cool in and of itself.
Alchemical Fire is the offensive item. This item is protective. If it was dealing damage, how to make enemies to take it?

The best implementation that static shield can have for offense is something like Baptiste's Ult from Overwatch. Shooting through a window amplifies your damage/healing.
 
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