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.
 
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
I get what you mean, and I actually agree on a few of those points. The no line of sight part is probably one of the strongest parts of the idea, and I can see how that could push it too far if the rest of the item is also strong. My thought process there was mainly from playing support and constantly having moments where someone is technically close enough to save, but they are slightly below you, around a corner, or behind a building, so you just cannot do anything in time. I liked the idea of an item that lets you buy a few seconds to actually get to them.

That said, I do think there are ways to balance that part out, like shortening the cast range, shortening the duration, or making the transferred damage more punishing to the user so it is still a real commitment instead of a free save.

On the healing reduction point, my thinking was that for an endgame item with such a huge condition attached to it, potentially dying, having the payoff nullified by healing reduction felt a little too harsh. Especially since the whole fantasy of the item is sacrificing yourself to save someone else. But I can also see the argument that making it completely unaffected by healing reduction might be too much, so maybe the better middle ground is that healing reduction is only partially ignored instead of fully ignored.

I also think you are probably right that the self cast version may be too much, or at least that it would need to be something different. The single target sacrifice idea is the part I care about most anyway. The self cast was more of an extra idea than the core of the item.
And yeah, Cheat Death synergy is definitely one of the biggest balance concerns. Even though stacking both would be a massive investment, it could still create some pretty unfair interactions. So that is probably a good reason to either remove the self cast entirely, prevent the item from triggering certain death prevention effects, or just tune the item more around the single target save fantasy instead of letting it do everything at once.
At this point I think the healthier version of the idea is probably a more focused one: single target, shorter range, shorter duration, and fewer extra rules. Just a strong support save item with clear risk attached to it, instead of trying to make it cover every situation.

I kind of want to make so it's meant to be used to buy time or make the benefits of dieing somewhat worth it so you kind of want to die to make a save more likely. Could also make a condition for cheat death where once cheat death activates damage is no longer redirected and the increased 15% increased damage effect transfers to teammates. Maybe some buffs that last a minute or two on respawn for your character or other benefits so you won't want to use cheat death.

Redirect damage to you for a short duration
You take +15% increased redirected damage
If Cheat Death activates, damage redirection immediately ends
While Cheat Death is active, allies affected by the item instead take +15% damage taken for the remaining duration
The martyr bonus only triggers if you actually die from redirected damage.

So make a choice:
use the item and truly commit
or rely on Cheat Death, but lose the Hero payoff
 
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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.
Not a bad idea, but this is about my item suggestion any feedback on that? My item is more about the fantasy of sacrificing yourself and adding another way to give an out of position teammate a save.
 
Not a bad idea, but this is about my item suggestion any feedback on that? My item is more about the fantasy of sacrificing yourself and adding another way to give an out of position teammate a save.
Way too volatile. I don't see it being useful in a team fight situation, as it will absoluely kill the tank, or the carry will still die and you're greatly weaker. Consider it's the damage they would take and the squishy is less likely to build resistances.

It will be quite oppressive in situations when then is an advantage. It is unfair when there is an advantage, and a bait when behind. The respawn and heal only amplifies even further. Halving respawn benefits more when ahead than when you're behind, and the heal will be even more when ahead as well.

And if you swap, so the carry is protecting the tank, the tank would become unstoppable and the carry/support can sustain back up.

Not a healthy item.
 
Way too volatile. I don't see it being useful in a team fight situation, as it will absoluely kill the tank, or the carry will still die and you're greatly weaker. Consider it's the damage they would take and the squishy is less likely to build resistances.

It will be quite oppressive in situations when then is an advantage. It is unfair when there is an advantage, and a bait when behind. The respawn and heal only amplifies even further. Halving respawn benefits more when ahead than when you're behind, and the heal will be even more when ahead as well.

And if you swap, so the carry is protecting the tank, the tank would become unstoppable and the carry/support can sustain back up.

Not a healthy item.
I disagree. It also isn't meant for teamfights; it's more of a way to save someone about to be killed who is far from you, or to counter damage from an incoming ultimate. If you try protecting a tank, all it will do is kill the support . The effect ends, and now the carry is down a support. Is he going to attempt to fight on his own against their team? Probably not.

You are judging the item like it is supposed to be a universally efficient fight button, when the whole point is that it is a situational sacrifice save tool.

A volatile item is not automatically unhealthy. That is kind of the fantasy. It is meant to buy a few seconds in a clutch moment, not be something you press every fight for free value.

A lot of your concerns also sound more like tuning problems than concept problems. If redirecting damage is too strong, then shorten the duration, shorten the range, increase redirected damage taken, lock it to single target, or make it break under certain conditions. That does not mean the item idea itself is broken.

The “good when ahead, bad when behind” point also is not unique to this item. A huge amount of defensive utility in games is stronger when ahead because your team is already in a better position to capitalize on saved teammates. That alone does not make something unhealthy.

And the tank example is not free either. If a carry or support redirects damage off the tank, they are now the weak point. That is a real trade, not an automatic win.

So to me the issue is not whether the concept is healthy. The issue is just where the numbers and restrictions should land.
 
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I agree in principle that supports need more end game actives that feel useful, but those are not the items we need.

Really the only active item we need to fix supports is literally dota 2's dagon. Make it upgrade through tiers like dagon.

The reason you see 99% of Rem's ruining the game going gun, despite him being the only character actively DISCOURAGED FROM USING THEIR FUCKING GUN! USE YOUR 2 AND GAIN FREE FUCKING STATS ON ITEMS WHILE YOU ARE THERE!

If we had a Dagon? Then Rem's would not only can have value they WOULD!

Right now the massive item boosting really does nothing, but with dagon, supports could finally be doing something.

The other issues is right now in deadlock, supporting is not and should not be a thing, in the traditional moba sense, because of the games single biggest issue/flaw

spells hurt towers.

There is a reason both dota and babies first moba, don't let spells hurt tower across the board.

You should NEED right click/m1 to hurt towers. They way they can actually be defended adn you have to actually attack them.

As is, defending in deadlock is just not a thing. Every spell they use at you, is going to nuke your buildings, and they can always gaurentee massive damage any time someone wants.

I main Dynamo, been doing stomp build since day 1, it's retarded how much damage I deal to building with my non stop spammable tower to fucking tower range spell.

If the game required m1's to actually take all the towers (like it should) the game would be dramatically more balanced instantly.

You'd see "pros" (This games "pros" are season 1 LoL level, meaning they are some of the worst in the game) actually use more heroes and good ones, instead of ability spamming towers to win in 20m

You'd actually be able to win b/c you are a better player instead of losing despite being 40/0 b/c it's a 1v11 game and they can just non stop die spamming 6 heroes spells on your patron and eventually win, b/c you can't get patron invulnerability solo
 
I agree in principle that supports need more end game actives that feel useful, but those are not the items we need.

Really the only active item we need to fix supports is literally dota 2's dagon. Make it upgrade through tiers like dagon.

The reason you see 99% of Rem's ruining the game going gun, despite him being the only character actively DISCOURAGED FROM USING THEIR FUCKING GUN! USE YOUR 2 AND GAIN FREE FUCKING STATS ON ITEMS WHILE YOU ARE THERE!

If we had a Dagon? Then Rem's would not only can have value they WOULD!

Right now the massive item boosting really does nothing, but with dagon, supports could finally be doing something.

The other issues is right now in deadlock, supporting is not and should not be a thing, in the traditional moba sense, because of the games single biggest issue/flaw

spells hurt towers.

There is a reason both dota and babies first moba, don't let spells hurt tower across the board.

You should NEED right click/m1 to hurt towers. They way they can actually be defended adn you have to actually attack them.

As is, defending in deadlock is just not a thing. Every spell they use at you, is going to nuke your buildings, and they can always gaurentee massive damage any time someone wants.

I main Dynamo, been doing stomp build since day 1, it's retarded how much damage I deal to building with my non stop spammable tower to fucking tower range spell.

If the game required m1's to actually take all the towers (like it should) the game would be dramatically more balanced instantly.

You'd see "pros" (This games "pros" are season 1 LoL level, meaning they are some of the worst in the game) actually use more heroes and good ones, instead of ability spamming towers to win in 20m

You'd actually be able to win b/c you are a better player instead of losing despite being 40/0 b/c it's a 1v11 game and they can just non stop die spamming 6 heroes spells on your patron and eventually win, b/c you can't get patron invulnerability solo
I agree with you completely. I think Dagon would make a fine item for the game.

The tower issue is a little iffy to me, though. I can see why Valve may have designed it that way. It feels like they are trying to make the game faster paced and encourage more active play instead of constant tower babysitting. Even so, I would still like to see them test a version where towers take less spell damage, or maybe no spell damage at all, just to see how much it changes the pace and overall balance of the game.

As for not needing my specific item idea, maybe that is true, but I do not really see why it has to be one or the other. Deadlock could benefit from both a stronger offensive support active like Dagon and more creative support items built around utility, sacrifice, or clutch save potential. I think more variety in support items would only make the game more interesting and give support players more ways to impact fights.
Right now, a lot of support itemization feels too narrow. Adding more options would help support players feel less locked into the same few paths every game, which fits one of the best parts of Deadlock: the freedom to experiment and build creatively instead of just copying the same meta setup every match.
 
all pretty decent arguments/rationalizations for each little design decision

reading your reply made me realize there is a very simple fix for avoiding cheat deaths "cheatyness" with:

making it have the damage redirected must be applied as an actual decrease in health to the martyred player (such that being on 1 hp means that its no longer absorbing damage as you no longer have health to offer in the supported player's stead)

i do think making the demerits too heavy would make the item too niche/unfun so i hope that something like this would be a nice enough middle ground for the item

it makes it so this item could still be useful with cheat death, but not aggressively broken by willing an endless safety net of hp into existence

~~~

as a side note to the rest of the conversation: imo, i don't really like the idea of dagon being added to the game, and i don't really mind towers being siegeable with spells either.

i just dont think supports should have the need to have raw damage to be useful, which is the whole impetus of playing a support role in the first place. (also there is already a bunch of items that offer supports a good deal of damage at the moment, something like dagon would likely just be better for cores who'd want to cheese heroes better with it anyway... i.e. pocket/celeste with their associated amp abilities)

i don't think it is necessarily so broken that spirit heroes are able to make themselves useful in sieging, it gives any player the agency to punish the enemy team for overextending player numbers on one part of the map over another. (the flexibility of player roles throughout a game is something i like a lot and a mechanic like this helps enable that fact)

buildings should be something the players protect, not the other way around. if a dynamo is spamming stomps on a guardian/walker the enemy team should either: punish it by killing him or have waves pushed out enough before its able to crash into the associated building in the first place.
 
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.
i was thinking of this item when initially reading the thread

knight's vow isn't bad per se but i like the riskier play element that comes with boredpanda's iteration of the item; something that seems a bit more explosive in function seems better suited for a t4 item

though, vow is probably one of the better items to take from league, if i had to choose.

double support tether reminds me of two ubersaw medic shenanigans which could be pretty damn funny to see in deadlock

i really do like the cheeky interaction though, it might be cool to just randomly tag onto a currently existing or future item [non combat regen converted into raw regen]
 
I disagree. It also isn't meant for teamfights; it's more of a way to save someone about to be killed who is far from you, or to counter damage from an incoming ultimate. If you try protecting a tank, all it will do is kill the support . The effect ends, and now the carry is down a support. Is he going to attempt to fight on his own against their team? Probably not.

You are judging the item like it is supposed to be a universally efficient fight button, when the whole point is that it is a situational sacrifice save tool.

A volatile item is not automatically unhealthy. That is kind of the fantasy. It is meant to buy a few seconds in a clutch moment, not be something you press every fight for free value.

A lot of your concerns also sound more like tuning problems than concept problems. If redirecting damage is too strong, then shorten the duration, shorten the range, increase redirected damage taken, lock it to single target, or make it break under certain conditions. That does not mean the item idea itself is broken.

The “good when ahead, bad when behind” point also is not unique to this item. A huge amount of defensive utility in games is stronger when ahead because your team is already in a better position to capitalize on saved teammates. That alone does not make something unhealthy.

And the tank example is not free either. If a carry or support redirects damage off the tank, they are now the weak point. That is a real trade, not an automatic win.

So to me the issue is not whether the concept is healthy. The issue is just where the numbers and restrictions should land.
Since you have to cast it when you are near to them, that is essentially a teamfight. If it kills the support, again, that proves my point of it being a bait item, and it restricts the use case of it. That will be hard to balance in that state.

Items need to have some applicability to it, otherwise it will go against the grain of what makes Deadlock itemisation exciting. Why sacrifice yourself when you could just be in front and soak up the damage? Again, it will be a bait for low skill, and absolutely broken in high skill, and would either be bought a lot of the times with people exploiting the strategy, or otherwise would not be bought. It would effectively end up being a funnel style situation. That would not be fun for anyone involved.

No, I'm not saying its a tuning problem, it is a concept problem, fundamentally. That is my point. Ironically, it is you who is wanting to make it a tuning problem about "where the numbers and restrictions should land". Hard to balance meaning that fine tuning would be extremely hard because the concept itself, is broken. Not too strong, just volatile, it is no different to rushing down a lane and engaging in a fist fight levels of coin flip. And yes, in general, some items would be better/worst when ahead/behind, but this item takes it to the absolute extreme. Crunch some numbers and you'll see what I mean. Think about 700, 1K, 2K damage flow coming in, with lower resistances on the carry. It would end up being used in the way not intended (which isn't bad, but again, breaks the role completely).

Let me repeat it again - it will make games ahead too oppressive, and behind it will be a strong net negative using the item.

The carry is not the weak point, when the tank buys lots of resistances, the damage funneling (which builds into the positive feedback loop), and the carry then buys lots of sustain and damage and burst and all what not. So it will be less sacrificial and more "jump in, I will take some of the weight".

Again, you asked for my criticism, you can't just be "it's not whether it is or that". You asked for it, you can't just swat it away, you might as well not ask, then. The fact you're asking whether adjusting numbers/restrictions should be added, proves it is a fundamental issue. You are the one making it a fine tuning issue, not me. That is exactly what I've been saying, tuning will not make the item healthy. You have to change fundamentally until it becomes a shared distribution, rather than a "self absorb" feature, that would be better off on a character concept. It breaks how the game should be played. For high, low and professional. Low will be baited, high will be oppressive, and professional will rarely make use of it.

Not healthy item.
 
Since you have to cast it when you are near to them, that is essentially a teamfight. If it kills the support, again, that proves my point of it being a bait item, and it restricts the use case of it. That will be hard to balance in that state.

Items need to have some applicability to it, otherwise it will go against the grain of what makes Deadlock itemisation exciting. Why sacrifice yourself when you could just be in front and soak up the damage? Again, it will be a bait for low skill, and absolutely broken in high skill, and would either be bought a lot of the times with people exploiting the strategy, or otherwise would not be bought. It would effectively end up being a funnel style situation. That would not be fun for anyone involved.

No, I'm not saying its a tuning problem, it is a concept problem, fundamentally. That is my point. Ironically, it is you who is wanting to make it a tuning problem about "where the numbers and restrictions should land". Hard to balance meaning that fine tuning would be extremely hard because the concept itself, is broken. Not too strong, just volatile, it is no different to rushing down a lane and engaging in a fist fight levels of coin flip. And yes, in general, some items would be better/worst when ahead/behind, but this item takes it to the absolute extreme. Crunch some numbers and you'll see what I mean. Think about 700, 1K, 2K damage flow coming in, with lower resistances on the carry. It would end up being used in the way not intended (which isn't bad, but again, breaks the role completely).

Let me repeat it again - it will make games ahead too oppressive, and behind it will be a strong net negative using the item.

The carry is not the weak point, when the tank buys lots of resistances, the damage funneling (which builds into the positive feedback loop), and the carry then buys lots of sustain and damage and burst and all what not. So it will be less sacrificial and more "jump in, I will take some of the weight".

Again, you asked for my criticism, you can't just be "it's not whether it is or that". You asked for it, you can't just swat it away, you might as well not ask, then. The fact you're asking whether adjusting numbers/restrictions should be added, proves it is a fundamental issue. You are the one making it a fine tuning issue, not me. That is exactly what I've been saying, tuning will not make the item healthy. You have to change fundamentally until it becomes a shared distribution, rather than a "self absorb" feature, that would be better off on a character concept. It breaks how the game should be played. For high, low and professional. Low will be baited, high will be oppressive, and professional will rarely make use of it.

Not healthy item.
I get what you are saying, but I think you are presenting your conclusion as more absolute than it really is.

I am not swatting away your criticism. The whole point of asking for feedback is to go back and forth on whether an idea can work, what parts are unhealthy, and what would need to change. If every attempt to refine the idea gets treated as “that proves it is fundamentally broken,” then there is not much room for actual discussion.
I also think “hard to balance” and “not healthy by definition” are not the same thing. Plenty of mechanics in games are volatile, situational, or highly skill dependent. That does not automatically make them unhealthy. Sometimes it just means they need clearer limits, bigger tradeoffs, or a more focused use case. Such as limiting to one target.

Where I disagree most is the idea that sacrifice or damage redirection is inherently broken as a concept. I do not think the concept is automatically unhealthy just because a bad version of it would be oppressive when ahead or weak when behind. That can be said about a lot of strong save tools, snowball tools, or utility actives. The real question is whether there is a version of the idea that creates meaningful choices, counterplay, and risk without becoming automatic value.

I also think you are locking in one very specific interpretation of the item, where it becomes a pure tank funnel or a bait suicide button, and then judging the entire concept based on that version. That is exactly why I have been talking about restrictions and redesigns. Not because I am dodging the criticism, but because that is how item design works. You test whether the core fantasy can survive once unhealthy edges are cut off.

For example, the idea does not have to remain “full self absorb with unlimited upside.” It could be partial redirection, capped redirection, shorter duration, stronger penalties, or a version that is much more about buying a second or two for repositioning than about hard funneling damage. At this point, we are not just talking about tuning random numbers, we are talking about shaping the mechanic into something healthier.

So I do appreciate the criticism, especially the concerns about bait use in low skill play, and abuse cases in organized play. Those are all real concerns. I just do not agree that they prove the concept is DoA. To me, they prove the concept would need tighter boundaries and probably a more focused design than my first version.

If the conclusion ends up being that the best version is closer to shared mitigation or redistribution instead of pure self absorb, that is still useful feedback. But that is different from saying the entire underlying idea of a sacrificial support item is fundamentally unhealthy as a matter of fact.
 
all pretty decent arguments/rationalizations for each little design decision

reading your reply made me realize there is a very simple fix for avoiding cheat deaths "cheatyness" with:

making it have the damage redirected must be applied as an actual decrease in health to the martyred player (such that being on 1 hp means that its no longer absorbing damage as you no longer have health to offer in the supported player's stead)

i do think making the demerits too heavy would make the item too niche/unfun so i hope that something like this would be a nice enough middle ground for the item

it makes it so this item could still be useful with cheat death, but not aggressively broken by willing an endless safety net of hp into existence

~~~

as a side note to the rest of the conversation: imo, i don't really like the idea of dagon being added to the game, and i don't really mind towers being siegeable with spells either.

i just dont think supports should have the need to have raw damage to be useful, which is the whole impetus of playing a support role in the first place. (also there is already a bunch of items that offer supports a good deal of damage at the moment, something like dagon would likely just be better for cores who'd want to cheese heroes better with it anyway... i.e. pocket/celeste with their associated amp abilities)

i don't think it is necessarily so broken that spirit heroes are able to make themselves useful in sieging, it gives any player the agency to punish the enemy team for overextending player numbers on one part of the map over another. (the flexibility of player roles throughout a game is something i like a lot and a mechanic like this helps enable that fact)

buildings should be something the players protect, not the other way around. if a dynamo is spamming stomps on a guardian/walker the enemy team should either: punish it by killing him or have waves pushed out enough before its able to crash into the associated building in the first place.
I actually really like that idea. Limiting the redirect so it only works while the martyr player has real health to give is a very clean way of handling the Cheat Death interaction. If you are at 1 HP, you are no longer meaningfully offering your health in someone else’s place, so the redirect stopping there makes a lot of sense.

I had a pretty similar thought earlier, where if Cheat Death activates, the health redirect would immediately cancel. The only extra part I added was that when that happens, the 15% increased damage debuff would transfer to the allied target or targets for the rest of the duration. So functionally it is a very similar idea to yours, just with a little more downside attached once the martyr effect breaks.

I agree with your reasoning on it too. If the penalties get too heavy, the item starts becoming too niche or just unfun to use. Your suggestion feels like a much better middle ground because it keeps Cheat Death from making the item degenerate, while still letting the two interact in a way that is not completely anti-synergistic.

On the Dagon point, I can at least see the appeal for certain heroes like Rem, especially if they are limited in offensive options and need another way to feel threatening. An item like that could make heroes in that kind of spot a little scarier and harder to bully without forcing them into the same narrow play pattern every game. So while I do not think supports need raw damage to be useful across the board, I can still see cases where something like that would help specific heroes.

And on the tower discussion, I would tend to agree with you there too. I do like spirit characters having more agency in sieging and map pressure. It gives more players the ability to punish bad rotations or overcommitting elsewhere on the map, and that kind of flexibility is one of the things I like most about Deadlock as well.

Overall, I think your 1 HP cutoff idea is a cleaner solution for keeping the hero concept useful without letting Cheat Death turn it into something broken.
 
I agree with you completely. I think Dagon would make a fine item for the game.

The tower issue is a little iffy to me, though. I can see why Valve may have designed it that way. It feels like they are trying to make the game faster paced and encourage more active play instead of constant tower babysitting. Even so, I would still like to see them test a version where towers take less spell damage, or maybe no spell damage at all, just to see how much it changes the pace and overall balance of the game.

As for not needing my specific item idea, maybe that is true, but I do not really see why it has to be one or the other. Deadlock could benefit from both a stronger offensive support active like Dagon and more creative support items built around utility, sacrifice, or clutch save potential. I think more variety in support items would only make the game more interesting and give support players more ways to impact fights.
Right now, a lot of support itemization feels too narrow. Adding more options would help support players feel less locked into the same few paths every game, which fits one of the best parts of Deadlock: the freedom to experiment and build creatively instead of just copying the same meta setup every match.
I did not mean to come off so dismissive! More items is good and your items are good suggestions, I merely think they would not actually solve the problem the way dagon would.

My word choice was poor, I should have said they would be great in additions to something like dagon.

Not needing did not mean there were NOT good ideas, it meant they were not as harsh as dagon would be.
 
I get what you are saying, but I think you are presenting your conclusion as more absolute than it really is.

I am not swatting away your criticism. The whole point of asking for feedback is to go back and forth on whether an idea can work, what parts are unhealthy, and what would need to change. If every attempt to refine the idea gets treated as “that proves it is fundamentally broken,” then there is not much room for actual discussion.
I also think “hard to balance” and “not healthy by definition” are not the same thing. Plenty of mechanics in games are volatile, situational, or highly skill dependent. That does not automatically make them unhealthy. Sometimes it just means they need clearer limits, bigger tradeoffs, or a more focused use case. Such as limiting to one target.

Where I disagree most is the idea that sacrifice or damage redirection is inherently broken as a concept. I do not think the concept is automatically unhealthy just because a bad version of it would be oppressive when ahead or weak when behind. That can be said about a lot of strong save tools, snowball tools, or utility actives. The real question is whether there is a version of the idea that creates meaningful choices, counterplay, and risk without becoming automatic value.

I also think you are locking in one very specific interpretation of the item, where it becomes a pure tank funnel or a bait suicide button, and then judging the entire concept based on that version. That is exactly why I have been talking about restrictions and redesigns. Not because I am dodging the criticism, but because that is how item design works. You test whether the core fantasy can survive once unhealthy edges are cut off.

For example, the idea does not have to remain “full self absorb with unlimited upside.” It could be partial redirection, capped redirection, shorter duration, stronger penalties, or a version that is much more about buying a second or two for repositioning than about hard funneling damage. At this point, we are not just talking about tuning random numbers, we are talking about shaping the mechanic into something healthier.

So I do appreciate the criticism, especially the concerns about bait use in low skill play, and abuse cases in organized play. Those are all real concerns. I just do not agree that they prove the concept is DoA. To me, they prove the concept would need tighter boundaries and probably a more focused design than my first version.

If the conclusion ends up being that the best version is closer to shared mitigation or redistribution instead of pure self absorb, that is still useful feedback. But that is different from saying the entire underlying idea of a sacrificial support item is fundamentally unhealthy as a matter of fact.
I mean, I am around Phantom 1 elo, so uhh, yeah, I think I have the right to point out if something seems overwhelming to break balance. I struggled with 1K hours on this game, purposefully trying to improve myself, which I've shown huge growth in how I play. And I'm not done building skill. I'm likely to be higher, but I have limited time in terms of commitments.

"Where I disagree most is the idea that sacrifice or damage redirection is inherently broken as a concept." That is why I suggested a shared damage redirection, instead of just a concentrated "suck damage up". Taking it to the extreme will break how team fights and positoning would work, and would not have healthy variety in terms of how to play the game. The one that is taking the points to the extreme is you, not me. When something is volatile, that is best when the teams are equal, not something that gives unfair advantage or disadvantage, that will break the point of skill expression, and even if you adjust it statistically, you would piss off a lot of people with it. This is not to say there shouldn't be rng elements (in fact, I greatly encourage it), but not to that extent.

" The real question is whether there is a version of the idea that creates meaningful choices, counterplay, and risk without becoming automatic value."
That is literally my point!!!! Meaningful choices will evaporate when it becomes dominant when ahead, counterplay can be greatly squashed, and when behind or equal, you are incentivised NOT to pick it up. This is why I shared an item similar to Knight's vow. The whole "let me be heroic and sacrafice" is something that is best reserved to a character, similar to how Victor hurts himself to get stronger and embraces pain, another character can be a support style Victor.

"I also think you are locking in one very specific interpretation of the item, where it becomes a pure tank funnel or a bait suicide button, and then judging the entire concept based on that version." That is what it will collapse into. You are presenting it as a heroic sacrifcing option. Why would a Tank who's front lining buy this when they can just keep putting up pressure and meat shield, especially since they have damage resistance?

Why wouldn't a carry buy it, put it on a tank, they recieve less damage (because of resistance, I'm assuming it's post resistances, because "damage they take"), then heal themselves up with the raw dps? The tank becomes greatly more tankier due to positive feedback, and the carry gets a free meatbag to do what they want. That isn't heroic sacrificing, that's just incentivising something naturally in the game to become oppressive.

And when fights are volatile due to being equal in strength (which is where Deadlock is exciting!!), why would you even use that item? Let's go with steelman, and the tank guy gets extra damage resistance to help with the absorbing. Okay. That will just make a carry team that nightmareishly scary to deal with. And it will basically be a tank beefy version of plated armor/fury trance. How would you be able to deal with a frontline who is taking absurd amounts of damage all of a sudden? When the coordination of players get good, they will absolutely walk the floor with that item, it wouldn't even be funny. And then add a heal in case you die? That's overkill!!! This is why I suggest a Knight Vow implementation. Limited it to one lucky unit, and have it a "yin yang" style effect. You scratch my back, I scratch yours type thing.

" It could be partial redirection, capped redirection, shorter duration, stronger penalties, or a version that is much more about buying a second or two for repositioning than about hard funneling damage. At this point, we are not just talking about tuning random numbers, we are talking about shaping the mechanic into something healthier." And that's what I've been suggesting!! Are you even reading what I'm saying? You're proving my point you are not interested in what I have to say. If you ask for criticism, you need to listen to what I'm saying. We aren't even entirely disagreeing either.

"But that is different from saying the entire underlying idea of a sacrificial support item" Your implementation of it, even with numbers adjusted is not fair, for the reasons I listed out. Okay, with this idea in mind, what could work is applying it, where they can activate a soul rebirth death. Upon their death and when respawning in place for the next 6 seconds, give all nearby allies in a massive (not too large) aoe area damage resistance, and store the damage dealt to the team in that area. Heal a % of the damage done globally to all teammates (no range).

This gives extra defense to the user (don't kill me, I may respawn!), defense to the whole team, it can cause a support to be the shotcaller and coordinater of a fight, making them more active in a fight, adds an element of stall, massive healing and macro support (even helps with teams who want to get away from a bad fight, split pushers or fights spreading across). It also has 6 seconds on the clock, which if used on a carry, you would be locked out of a carry for a while, even more if you can prepare for them or extend it (both winning and losing team). I chose 6 seconds as it is similar to Doorman's lockout. Again, encouraging meaningful choices throughout a teamfight, in usage and in counter.

This can be bought on carries, tanks and supports. Greater use cases. There is the potential of a carry being cheeky, so it can be incentivised for the effect to trigger upon activation 1 second afterwards, and causes a -8% damage reduction, maybe slightly adjusted. And a death needs to occur in the next 3 seconds, after the 1 second of preparation. You can try to trigger a burst, or cause them to pop it early.

This will be a good fight when behind, neutral, and even when ahead (but not oppressive due to counters, being able to escape/slow down a fight, and also people have to invest and lose momentum during lead snowball). It should have a sizeable cooldown, about 5 minutes. That will fit the whole volatile nature of where will surpasses odds, but not in a way that it is a coin flip - to encourage calculated plays, and televised at that.

I could call it "Divine Will". 6.4K vitality item. Or "Dying Wish". Or "Celestal Rewrite".
 
I mean, I am around Phantom 1 elo, so uhh, yeah, I think I have the right to point out if something seems overwhelming to break balance. I struggled with 1K hours on this game, purposefully trying to improve myself, which I've shown huge growth in how I play. And I'm not done building skill. I'm likely to be higher, but I have limited time in terms of commitments.

"Where I disagree most is the idea that sacrifice or damage redirection is inherently broken as a concept." That is why I suggested a shared damage redirection, instead of just a concentrated "suck damage up". Taking it to the extreme will break how team fights and positoning would work, and would not have healthy variety in terms of how to play the game. The one that is taking the points to the extreme is you, not me. When something is volatile, that is best when the teams are equal, not something that gives unfair advantage or disadvantage, that will break the point of skill expression, and even if you adjust it statistically, you would piss off a lot of people with it. This is not to say there shouldn't be rng elements (in fact, I greatly encourage it), but not to that extent.

" The real question is whether there is a version of the idea that creates meaningful choices, counterplay, and risk without becoming automatic value."
That is literally my point!!!! Meaningful choices will evaporate when it becomes dominant when ahead, counterplay can be greatly squashed, and when behind or equal, you are incentivised NOT to pick it up. This is why I shared an item similar to Knight's vow. The whole "let me be heroic and sacrafice" is something that is best reserved to a character, similar to how Victor hurts himself to get stronger and embraces pain, another character can be a support style Victor.

"I also think you are locking in one very specific interpretation of the item, where it becomes a pure tank funnel or a bait suicide button, and then judging the entire concept based on that version." That is what it will collapse into. You are presenting it as a heroic sacrifcing option. Why would a Tank who's front lining buy this when they can just keep putting up pressure and meat shield, especially since they have damage resistance?

Why wouldn't a carry buy it, put it on a tank, they recieve less damage (because of resistance, I'm assuming it's post resistances, because "damage they take"), then heal themselves up with the raw dps? The tank becomes greatly more tankier due to positive feedback, and the carry gets a free meatbag to do what they want. That isn't heroic sacrificing, that's just incentivising something naturally in the game to become oppressive.

And when fights are volatile due to being equal in strength (which is where Deadlock is exciting!!), why would you even use that item? Let's go with steelman, and the tank guy gets extra damage resistance to help with the absorbing. Okay. That will just make a carry team that nightmareishly scary to deal with. And it will basically be a tank beefy version of plated armor/fury trance. How would you be able to deal with a frontline who is taking absurd amounts of damage all of a sudden? When the coordination of players get good, they will absolutely walk the floor with that item, it wouldn't even be funny. And then add a heal in case you die? That's overkill!!! This is why I suggest a Knight Vow implementation. Limited it to one lucky unit, and have it a "yin yang" style effect. You scratch my back, I scratch yours type thing.

" It could be partial redirection, capped redirection, shorter duration, stronger penalties, or a version that is much more about buying a second or two for repositioning than about hard funneling damage. At this point, we are not just talking about tuning random numbers, we are talking about shaping the mechanic into something healthier." And that's what I've been suggesting!! Are you even reading what I'm saying? You're proving my point you are not interested in what I have to say. If you ask for criticism, you need to listen to what I'm saying. We aren't even entirely disagreeing either.

"But that is different from saying the entire underlying idea of a sacrificial support item" Your implementation of it, even with numbers adjusted is not fair, for the reasons I listed out. Okay, with this idea in mind, what could work is applying it, where they can activate a soul rebirth death. Upon their death and when respawning in place for the next 6 seconds, give all nearby allies in a massive (not too large) aoe area damage resistance, and store the damage dealt to the team in that area. Heal a % of the damage done globally to all teammates (no range).

This gives extra defense to the user (don't kill me, I may respawn!), defense to the whole team, it can cause a support to be the shotcaller and coordinater of a fight, making them more active in a fight, adds an element of stall, massive healing and macro support (even helps with teams who want to get away from a bad fight, split pushers or fights spreading across). It also has 6 seconds on the clock, which if used on a carry, you would be locked out of a carry for a while, even more if you can prepare for them or extend it (both winning and losing team). I chose 6 seconds as it is similar to Doorman's lockout. Again, encouraging meaningful choices throughout a teamfight, in usage and in counter.

This can be bought on carries, tanks and supports. Greater use cases. There is the potential of a carry being cheeky, so it can be incentivised for the effect to trigger upon activation 1 second afterwards, and causes a -8% damage reduction, maybe slightly adjusted. And a death needs to occur in the next 3 seconds, after the 1 second of preparation. You can try to trigger a burst, or cause them to pop it early.

This will be a good fight when behind, neutral, and even when ahead (but not oppressive due to counters, being able to escape/slow down a fight, and also people have to invest and lose momentum during lead snowball). It should have a sizeable cooldown, about 5 minutes. That will fit the whole volatile nature of where will surpasses odds, but not in a way that it is a coin flip - to encourage calculated plays, and televised at that.

I could call it "Divine Will". 6.4K vitality item. Or "Dying Wish". Or "Celestal Rewrite".
Sorry, it just kind of seemed to me that you were implying the entire concept was broken and unsalvageable or you'd have to change it into something completely different. We may have to agree to disagree on some things, but thanks for the feedback. I do like some of your suggested ideas btw.
 
Sorry, it just kind of seemed to me that you were implying the entire concept was broken and unsalvageable or you'd have to change it into something completely different. We may have to agree to disagree on some things, but thanks for the feedback. I do like some of your suggested ideas btw.
Again, if you are going to ask for criticism, you have to read it properly. I think you're taking this way too personally than it needs to be.
 
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