Forced March, a Fleetfoot upgrade

iuyhcdfs

Member
Item.png

I'm hoping that air dashes + air vents are much more powerful for urn delivery (especially if you dunk it from 80 meters in the air from a building)

That way it'd serve as a viable option for players who prefer to powerwalk their way through manhattan, instead of a must-buy that invalidates Stamina Mastery.

Don't know if the numbers are gamebreaking but hopefully you get the idea :)
 
You know at first I was expecting some bullshit, but this is actually really interesting.

Its a viable movement item for heroes who already dont have a lot of movement and prefer walking, like Graves, Victor, Ginnis, etc.

Id lower the 9 to a 7 but otherwise its really interesting, Id probably also make it give +1 stamina.
 
You know at first I was expecting some bullshit, but this is actually really interesting.

Its a viable movement item for heroes who already dont have a lot of movement and prefer walking, like Graves, Victor, Ginnis, etc.

Id lower the 9 to a 7 but otherwise its really interesting, Id probably also make it give +1 stamina.
I had the same chain of thoughts clicking on it this thread haha. Something like this could be cool!
 
Numbers might have to be adjusted, and I'm not fully sure how it'd affect air movement, but I don't see any inherent problems with it, and it seems pretty cool on the surface. Would heavily depend how fast the speed fades(linear/eased curve/delayed exponential falloff/etc.).

Ship it.
 
Interesting concept , optional grounding that gives extra speed. Maybe give it more slow resistance than actual extra move speed to really focus on kiting or escaping. This would enable a rock paper scissors cycle of mobility counters - slows countered by slow resists and extra speed from items like this , while it does nothing against binary catching ability like singularity or hotel guest that can often be neutered with warp stone.
 
Did some "prototyping" by stacking fortitude, trophy collector, heroic aura, fleetfoot etc and just running around the hideout. I'm thinking the movespeed bonus might not need to fade anymore (and balance is just tuned with the duration)

While grounded dashes are anywhere around roughly 7-9m/s depending on the character, doing an instant air dash with stamina mastery gives you roughly 12-16m/s.

Dashes on ground or air are roughly half a second. So the [stamina spent] : [extra distance covered] ratio for 2-3 seconds is quite amazing for stamina mastery. Maybe we can rename the Movement bridge buff to the Ganking bridge buff.

But still raw movespeed shines when you go around corners in the buildings. Running around a building's walls, the stack of barrels or boxes near guardians or that truck, is significantly more powerful because you never commit to a direction for half a second.

Theres jungle situations that could involve endlessly running around a building to stall out a 1v1 vs a fed enemy, having an easier time ambushing when combined with the stalker (quiet footsteps) item, and probably more I haven't come up with. Its too strong if its to easy to escape bad situations and find good ones. If the strength of this item makes entering the jungle area too dangerous, the victims are forced to only play near zip lines. That's the worst possible outcome. The map is cool and needs to be as inviting as possible without being gated by an item purchase.

Theres also a tiny niche moment where fleetfoot is the better option against stamina drains like kelvin, warden, baroness t1 etc since the movespeed is an item active. I like this choice existing.

There is one abuse case I haven't considered until now, balancing forced march VS stamina mastery as two choices also needs consideration for players who buy BOTH. You might still want the extra stamina bars, and the stamina recovery % still matters.

If getting both items is strong for late game positioning, it might just balance itself out since you've sacrificed 2 slots and perhaps you should have just gotten Unstoppable. That being said I can't cheaply prototype a metagame outside of my own imagination (i.e. absolutely gamble on a hunch haha)

It still needs to be viable enough so that if you enjoy it, you buy it, and teammates don't self-sabotage their mentality thinking that you're trolling by buying a bad item.

I'll think about it a bit more. I'll definitely make a new one once the concerns are addressed :)

Maybe everyone can have slightly exaggerated movements when powerwalking? I don't want to steal from the doorman's iconic grounded dash too much though.
 
Last edited:
Back
Top