月夜-
New member
Hey everyone,
I’ve been thinking about items that could be more fun and useful in casual play rather than strictly competitive. This is one idea I came up with, and I’d really appreciate any feedback or opinions since I want to keep improving these concepts.
Magnetic Bullets (Tier 2 → Tier 4 upgrade)
Tier 2 – Magnetic Bullets
+10% Max Ammo
Active: Your bullets slightly gravitate toward nearby enemies, applying a small pull effect.
Drawback: Bullets can no longer score headshots while this effect is active.
Tier 4 – Homing Rounds
+50% Max Ammo
Active: Your bullets strongly gravitate toward nearby enemies, applying a stronger pull effect.
Drawback: Bullets can no longer score headshots while this effect is active.
Originally I thought about making this a passive, but I think it works better as an active. That way it’s something you choose to use in specific moments instead of it always being on. It gives it more room for decision-making and stops it from being too oppressive.
The idea is that it helps with consistency at the cost of skill expression. You lose headshots, so you’re trading precision damage for reliability.
The reason why it states “gravitate toward enemies” is deliberate. I want this item to be both a blessing and a curse at the same time. It should punish bad usage. For example, if you’re trying to poke someone near creeps, your bullets might curve toward them instead. It rewards smart positioning and timing, while still making the game more accessible for newer players or people who struggle with tracking aim. In my case, I have difficulty consistently tracking targets, so something like this would make the game more enjoyable without removing the need to think about when to use it.
Let me know what you think, especially if this sounds fun or frustrating to play against, or if you think the numbers/effects should be adjusted.
I’ve been thinking about items that could be more fun and useful in casual play rather than strictly competitive. This is one idea I came up with, and I’d really appreciate any feedback or opinions since I want to keep improving these concepts.
Magnetic Bullets (Tier 2 → Tier 4 upgrade)
Tier 2 – Magnetic Bullets
+10% Max Ammo
Active: Your bullets slightly gravitate toward nearby enemies, applying a small pull effect.
Drawback: Bullets can no longer score headshots while this effect is active.
Tier 4 – Homing Rounds
+50% Max Ammo
Active: Your bullets strongly gravitate toward nearby enemies, applying a stronger pull effect.
Drawback: Bullets can no longer score headshots while this effect is active.
Originally I thought about making this a passive, but I think it works better as an active. That way it’s something you choose to use in specific moments instead of it always being on. It gives it more room for decision-making and stops it from being too oppressive.
The idea is that it helps with consistency at the cost of skill expression. You lose headshots, so you’re trading precision damage for reliability.
The reason why it states “gravitate toward enemies” is deliberate. I want this item to be both a blessing and a curse at the same time. It should punish bad usage. For example, if you’re trying to poke someone near creeps, your bullets might curve toward them instead. It rewards smart positioning and timing, while still making the game more accessible for newer players or people who struggle with tracking aim. In my case, I have difficulty consistently tracking targets, so something like this would make the game more enjoyable without removing the need to think about when to use it.
Let me know what you think, especially if this sounds fun or frustrating to play against, or if you think the numbers/effects should be adjusted.