The same way way bebops, infernus’ and people who build active items that apply to enemies need to watch out for when their opponents buy debuff reducer and remover, melee oriented characters and builds don’t have to worry about that as much. This gives them something to watch out for and pick their targets for carefully or suffer the same fate as those above.
Hard Head (Vitality)
component of iron chin
3000 soul item
Shop bonus +17% base health
30% (?) Melee Resist
25% spirit resist
20% gun resist
Passive: On Being Meleed (Before/after damage is calculated is up to the public) give puncher “broken hand” debuff: all melee damage is now halved for the next 10 seconds and movement speed and dash speed is reduced by 15%)
CD: 15 seconds
((Reason for the movement reduction is most melee people have some form of movement whether it be dashes or abilities, so this should hopefully make them a little more susceptible to punishment))
Iron Chin (Vitality)
9200 soul cost without hard head 6200 with hard head
Shop Bonus: +20% Base Health
50% (?) Melee Resist
35% Spirit Resist
30% Gun Resist
Passive: On Being Meleed (Before/after damage is calculated is up to the public) give puncher “broken hand” debuff: all melee damage is now halved for the next 10 seconds and movement speed and dash speed is reduced by 15%)
CD: 15 seconds
Second Passive: On successful parry (or stun from being parried) adds a portion of the parried enemy’s melee damage to your own for 10 seconds) stackable and refreshable up to 3 times.
Cd: 30s
(If you parry 3 enemies at once, maxed out and no refreshes)
I don’t see this having that much practical use unless you paired it with unstoppable and forced the enemies to parry while being status immune, or someone on the enemy team is SUPER punchy and keeps taking the bait but I wanted to get the idea out there and see what changes the community could make, all these stats and passives could be adjusted to them being a 1250 and 4250 item combo so who knows.
(Bear in mind I’m no good with math and the inner workings of the diminishing returns/how gun resist factors into these so these numbers are obviously adjustable)
Hard Head (Vitality)
component of iron chin
3000 soul item
Shop bonus +17% base health
30% (?) Melee Resist
25% spirit resist
20% gun resist
Passive: On Being Meleed (Before/after damage is calculated is up to the public) give puncher “broken hand” debuff: all melee damage is now halved for the next 10 seconds and movement speed and dash speed is reduced by 15%)
CD: 15 seconds
((Reason for the movement reduction is most melee people have some form of movement whether it be dashes or abilities, so this should hopefully make them a little more susceptible to punishment))
Iron Chin (Vitality)
9200 soul cost without hard head 6200 with hard head
Shop Bonus: +20% Base Health
50% (?) Melee Resist
35% Spirit Resist
30% Gun Resist
Passive: On Being Meleed (Before/after damage is calculated is up to the public) give puncher “broken hand” debuff: all melee damage is now halved for the next 10 seconds and movement speed and dash speed is reduced by 15%)
CD: 15 seconds
Second Passive: On successful parry (or stun from being parried) adds a portion of the parried enemy’s melee damage to your own for 10 seconds) stackable and refreshable up to 3 times.
Cd: 30s
(If you parry 3 enemies at once, maxed out and no refreshes)
I don’t see this having that much practical use unless you paired it with unstoppable and forced the enemies to parry while being status immune, or someone on the enemy team is SUPER punchy and keeps taking the bait but I wanted to get the idea out there and see what changes the community could make, all these stats and passives could be adjusted to them being a 1250 and 4250 item combo so who knows.