Hero's Sacrifice T4 Vitality Support Item

I have noticed that endgame support items are somewhat limited, and support items in general also feel limited in variety. As someone who likes to play support, it would be nice to have more options.

My favorite thing about Deadlock, and games like it, is the ability to be creative and break away from the meta of simply copying everyone else’s builds. With more variety in support items, the game could feel much more fun and expressive.

I thought an interesting Hero item for support could be one that involves sacrificing yourself for another player in order to save them. In a nutshell, it would let you transfer all damage a hero would take to yourself for a short time, with a separate self-cast option that transfers 50% of all damage your team takes within a 25m radius to you instead.

If you would die while under the effects of this ability, your respawn time would be reduced by 50%.

Thank you for reading, let me know your thoughts.

Hero's Sacrifice contrast to Cultist Sacrifice
$6400

+300 Bonus Health
+10% Spirit Resist
+10% Bullet Resist
+2.0 Move Speed

Active | 95s Cooldown

Target Ally:
For 4s, redirect 100% of the damage that ally would take to yourself instead and Increase the targeted allies move speed by +2m .

This works through walls and floors.

Self Cast:
For 4s, redirect 50% of all damage taken by allied heroes within 25m to yourself instead.

Redirected damage keeps its original type.
You take 15% increased redirected damage.

If you die while this effect is active, your respawn time is reduced by 50%. You and the targeted ally or allies receive a heal based on the total damage you took while the item was active up to 25% of your total health and a barrier for up to 10% of your total health.

The healing effect of this item is not effected by Healing Reduction.

45m Cast Range
25m Radius
4s Duration
 
on the idea end of things, i like it for the most part (more options for supports than just raw HP in the form of barriers/healing or whatever specific flavor of curse you want is a pretty damn welcome addition to the current suite of support items)

but there might be some overdesigned elements that make it a bit too strong (no line of sight targeting, unaffected by healing reduction)

i don't think this item needs the self-cast (or at least maybe a different one)
it kind of seems insanely broken with cheat death
 
on the idea end of things, i like it for the most part (more options for supports than just raw HP in the form of barriers/healing or whatever specific flavor of curse you want is a pretty damn welcome addition to the current suite of support items)

but there might be some overdesigned elements that make it a bit too strong (no line of sight targeting, unaffected by healing reduction)

i don't think this item needs the self-cast (or at least maybe a different one)
it kind of seems insanely broken with cheat death
What I can suggest is a Knight's vow (League item) into Deadlock. In fact, the passive stats themselves could just be copied over.

6.4K Vitality Item. Tether to an ally (2s cooldown). When nearby (25-30m) the tethered ally, before resistance, redirect 12% of the damage going towards the tether ally directly onto you as pure damage. When they do damage, heal for 12% of the damage they do, after resistances are calculated. It should stop working when you go below 30%. For a cheeky interaction, it can make it that the damage you take (only the redirect) does not break you out of combat.

This means:
1) The tethter-er guy benefits from getting extra chonky resistances, but also being able to heal up themselves as well (to suck up some of the damage).
2) The tethered benefits from building raw damage, and weapon shred. Getting a bit of resistances can also help your tank last a little more longer as well, in the case the tank is another carry.

Situations:
Tank tether, carry tethered - classical

Tank tether, tank thetered - efficient econ if the tether gang approaches in a specialised manner (i.e: the thetered is really vulnerable to spirit, as he is trying to tank gun carries. However, the tetherer is vulnerable to gun carries, as he is built for spirit. Hence, thetered absorbs gun damage, whilst the tetherer isolates the spirits and zones them off. Even if the tethered gets hit with the odd spirit, the damage redirection will make coordinate plays that more efficient, saving on resources).

Carry tether, carry tehtered - Pure aggression works well. Especially if opt a bit of defense.

Support tether, carry tethered - Harder to kill carry, with crazy peel, but risks losing in extended fights (support hurts themselves in a wider team setting).

Carry tether, support thetered - Carry who needs their support to be alive, as they already do quite a distant amount of damage and sustain - but requries the carry to burn harder. Candidate for wraith, blood tribute, etc.

Tank tether, support tehtered - Tank who realises support is very important in team fight setting, and wants them alive. Quite safe option.

Support tether, tank tehtered - Team is squishy, but the tank is best bet. However, some anti-tank is built, and the support desperately tries to keep tank alive to be the front line.

Support tether, support tehtered - Stall. Funny, silly. Can be useful for a bait situation, especially for urnn gameplay, or sieging.
 
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