Great Melee Items reinvention

Crushing Fists start really Crushing.

If your Heavy Melee gets parried stun time Stun time is 2x times lower and 75% of Melee damage ignores parry. Bullet resist debuff still there and its 5% per stack with 4 stack max.

Knockdown becomes Martial Arts Knonkdown.

After activating and if you are mid air your next Heavy Melee lifts you for 1 jump range, even after double jump, and target that you hit gets stuned for 0.5 sec without delay. Stun duration is increased against airborne targets. Melee on ground stuns only for 0.3 sec. Melee might get some weak autoaim if landing melee gonna be too hard.

Stats same as current item with +10% melee damage and lower cooldown.


Phantom Strike is simple, now it is also melee item.

Phantom Strike apply melee effects and and user land unparryable Light Melee but now dont apply disarm.
 
If your Heavy Melee gets parried stun time Stun time is 2x times lower and 75% of Melee damage ignores parry. Bullet resist debuff still there and its 5% per stack with 4 stack max.
That means that parry would be absolutely non-relevant. Your only choice now is Melee/Bullet resists.

Knockdown becomes Martial Arts Knonkdown.

After activating and if you are mid air your next Heavy Melee lifts you for 1 jump range, even after double jump, and target that you hit gets stuned for 0.5 sec without delay. Stun duration is increased against airborne targets. Melee on ground stuns only for 0.3 sec. Melee might get some weak autoaim if landing melee gonna be too hard.

Stats same as current item with +10% melee damage and lower cooldown.
How I am supposed to stun ulting Seven with that? The advantage of the current Knockdown is the range. You don't need to get up close to the enemy to stun him.

Phantom Strike is simple, now it is also melee item.

Phantom Strike apply melee effects and and user land unparryable Light Melee but now dont apply disarm.
Phantom Strike it is bought in order to quickly move to the enemy. It is not always tool for melee.
 
That means that parry would be absolutely non-relevant. Your only choice now is Melee/Bullet resists.

I dont know. Feels like you spending 99% on forum and 1% in game. No one goes for Heavy Melee just in combat, only Lights or wait for some kind of Crowd Control to land Heavy. That why Crushing Fist is extrely unpopular. Everyone prefer build Spirit Snatch or Life Strike cause they proc on Light Melees. In which not existing reality 1.3 sec stun and 25% damage reduction is not relevant? I see no problem in giving players options to rely on Heavy Melee and Melee builds itself.



How I am supposed to stun ulting Seven with that? The advantage of the current Knockdown is the range. You don't need to get up close to the enemy to stun him.
i see 0 problems with that. Yeah no problems for counterplay being hard. There is only few place in map where you cant easely reach ulting Seven. Also i am not considering advantages or disadvantages, with your type of logic every item in game can have auto aim, 1000 damage, 200m cast range just because it giving advantages.


Phantom Strike it is bought in order to quickly move to the enemy. It is not always tool for melee.
Yeah in game with Melee mechanics when you go close range you obviously must aim for Melee. And Phantom Strike itself is unpopular, every normal player prefer buying Warp Stone, that have 2x time lower cost and doing basicly same. 0 problems in giving Phantom Strike more usage.
 
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