WARNING: A lot of text. If you want to skip my rambling, skip to the bolded, underlined orange text.
There are a good amount of silence/anti-cast items and abilities in the game. As of the time of writing, they DID just make silence glyph a lot harder to use (shoot a projectile rather than homing onto target). I noticed there are very few items that limit the ability to shoot. There’s Withering Whip, which reduces fire rate. As for disarm, there’s curse, which seems to be the “you don’t get to play the game” item, and phantom strike, which puts you right next to them. Neither of these things last too long, which is good. The most powerful disarm in the game is attached to a character in Mo n’ Krill’s sandblast, an AoE disarm.
As a player who likes playing heroes who press buttons (and I am bad at shooting), I was mad that there were so many ways to limit MY fun, and not the guys who shoot a lot.
But that sort of makes sense, right? What is the one thing that EVERY CHARACTER in deadlock can do with little variation? It’s shoot their dang gun.
So, I get it. We want people to be able to shoot their guns. But having few means of countering shooting favors the gun heavy characters (Haze, Wraith, Infernus, Seven kinda). I don’t want to have to buy a 6k item to make them stop. BUT I also see why easy access to disarm is bad for the game.
So here’s my concept:
It’s an AoE disarm. BUT WAIT, IT GETS WORSE (for the item; shooter guys rejoice). It’s also short range and centered on your character. Like Cold Front!
The way I see it, it’s a happy balance. A rare status effect that removes your consistent ability to do damage (shooting) but making it very hard to use by needing to get close to them. However, if used correctly, it can disarm a whole team–that you are now in the middle of, who are not silenced.
BUT WAIT you say. Cold Front isn’t that hard to use! You just press it and it hits people! And you’re right. That’s how it works. But because you shooty-types won’t let me break your guns that easily, I also had the idea of a delay before the “wave” goes off.
This led to my theming idea: It’s a camera! Or flashbang! Or something bright, I dunno it’s got bright lights and they stop shooting you.
In my MIND’S EYE: You hit the button. Your character has some flashes around them, like paparazzi taking pictures, signaling the big flash that comes up. After X amount of time, the BIG FLASH goes off and everyone in X AoE is blinded. With some damage maybe.
SO. Here is what I have to play around with.
Item that:
Here are some ideas:
(Stats are obviously subject to change for balance reasons, but the active is what I’m gonna be paying the most attention to)
VER. 1
T3 (3000 cost) Weapon Item: Prototype Flashbang
Stats:
+10 Spirit Power
+20% Slide Distance
+175 Bullet Shield Health
Active: After a short telegraphed* delay, a flash of light blinds enemies nearby, disarming them.
Cooldown: 25 seconds
Delay: 1.75 seconds
10m Radius
Spirit Damage: 45 + 0.5xSpirit
Duration: 3.5 seconds
*The telegraph would be some weak flashes to indicate the big flash coming up
Reasonings:
The stats are the stats, not too attached to them, but it seems reasonable for a 3k item to have those stats, plus I imagine a guy with a flashbang would have like body armor (bullet shield) and be sliding around like some kind of NAVY Seal/Marine/someone with combat training. The spirit power is because flashbangs weren’t invented until the 1970s (according to google), so I figure there has to be some kind of mystical powering aspect to it.
As for the active, I think the delay is reasonable; it’s half of Seven’s stun delay, which is generously reactable. The radius is shorter than cold front, but it comes out instantly instead of spreading to that length over a second. The damage is small, too small to ever realistically activate Improved Burst (if you have 260 spirit and this item, then by all means, go off king), but I wanted to give it some damage for cancelling leap and zip. And the duration is on par with Curse and Phantom Strike while being half the cost, a trade off for being so short ranged.
Here’s another angle:
VER. 2a
Same stats as VER. 1, but the active works differently.
Active: User emits many blinding flashes that each disarm for a short time.
Cooldown: 30 seconds
Delay between flashes: 0.6 seconds (first flash occurs 0.6 seconds after activation)
10m Radius
Disarm Duration (per flash): 0.25 seconds
Flashing Duration: 5.4 seconds (8 flashes for a total of 2 seconds of disarm if they are hit by every flash)
Reasonings:
Not as long as a disarm as VER. 1, but spread out over a longer period of time feels similarly disruptive. The pulses would happen like Paradox’s Pulse Grenade, and the radius of the pulses would be obvious. This version notably deals zero damage, as I feel it’s annoying enough as is, and I don’t really want the offensive capabilities to be too strong to reduce snowball potential. I feel like getting this early is good to dive gun characters, so giving it damage may be too much.
VER. 2b
A different take on VER. 2a
Active: Throw a prototype spirit grenade that emits many blinding flashes that inflict minor damage and a stacking miss chance. Deals 40% less damage vs. non-Heroes.
Cooldown: 30 seconds
Delay between flashes: 0.6 seconds (first flash occurs 0.6 seconds after activation)
15m Radius
Spirit Damage per flash: 20 + 0.25xSpirit
Miss Chance per Stack: 20%
Miss Chance Duration (per flash)*: 1.3 seconds
Flashing Duration: 5.4 seconds (8 flashes for a total of 6.7 seconds of reduced shooting capability if they are hit by every flash)
*Every new stack refreshes the duration and remains until the effect wears off and no more new stacks are gained (For you Dota players, it’s like Viper’s Poison Attack and NOT like Bristleback’s Warpath or Quill Spray).
Reasonings: Not as oppressive initially as VER. 1 or VER. 2a, but if you get enough stacks it becomes MORE oppressive than either in my opinion. This is why this version is a thrown item like Alchemical Fire or Pulse Grenade. Because of how the stacking works, you get 100% miss chance after 5 stacks (3.0 seconds of being within the radius) and the duration per stack is set to 1.3 so that if you leave the radius and come back before you lose your stacks, it will continue to build. Due to its stationary nature after it’s thrown, I also beefed up the radius and threw some damage back on there.
VER. 2c is VER. 2b that’s centered on your character (like the previous iterations) without damage and with a 10m radius. The reason VER. 2c exists is in case VER. 2b is too good of a low-commitment item given that it can be thrown.
All of these iterations are affected by Line of Sight.
General Musings/Random Thoughts:
Lastly, here are other ideas I had as mechanics that don’t exist in the game yet:
That’s all folks, don't forget to tip your servers.
There are a good amount of silence/anti-cast items and abilities in the game. As of the time of writing, they DID just make silence glyph a lot harder to use (shoot a projectile rather than homing onto target). I noticed there are very few items that limit the ability to shoot. There’s Withering Whip, which reduces fire rate. As for disarm, there’s curse, which seems to be the “you don’t get to play the game” item, and phantom strike, which puts you right next to them. Neither of these things last too long, which is good. The most powerful disarm in the game is attached to a character in Mo n’ Krill’s sandblast, an AoE disarm.
As a player who likes playing heroes who press buttons (and I am bad at shooting), I was mad that there were so many ways to limit MY fun, and not the guys who shoot a lot.
But that sort of makes sense, right? What is the one thing that EVERY CHARACTER in deadlock can do with little variation? It’s shoot their dang gun.
So, I get it. We want people to be able to shoot their guns. But having few means of countering shooting favors the gun heavy characters (Haze, Wraith, Infernus, Seven kinda). I don’t want to have to buy a 6k item to make them stop. BUT I also see why easy access to disarm is bad for the game.
So here’s my concept:
It’s an AoE disarm. BUT WAIT, IT GETS WORSE (for the item; shooter guys rejoice). It’s also short range and centered on your character. Like Cold Front!
The way I see it, it’s a happy balance. A rare status effect that removes your consistent ability to do damage (shooting) but making it very hard to use by needing to get close to them. However, if used correctly, it can disarm a whole team–that you are now in the middle of, who are not silenced.
BUT WAIT you say. Cold Front isn’t that hard to use! You just press it and it hits people! And you’re right. That’s how it works. But because you shooty-types won’t let me break your guns that easily, I also had the idea of a delay before the “wave” goes off.
This led to my theming idea: It’s a camera! Or flashbang! Or something bright, I dunno it’s got bright lights and they stop shooting you.
In my MIND’S EYE: You hit the button. Your character has some flashes around them, like paparazzi taking pictures, signaling the big flash that comes up. After X amount of time, the BIG FLASH goes off and everyone in X AoE is blinded. With some damage maybe.
SO. Here is what I have to play around with.
Item that:
- Active item
- Stops/reduces shooting capabilities
- Short range AoE
- Some damage
- Delay
- Centered on character
- SUB-IDEA: Centered on an area, like Pulse Grenade or Alchemical Fire
Here are some ideas:
(Stats are obviously subject to change for balance reasons, but the active is what I’m gonna be paying the most attention to)
VER. 1
T3 (3000 cost) Weapon Item: Prototype Flashbang
Stats:
+10 Spirit Power
+20% Slide Distance
+175 Bullet Shield Health
Active: After a short telegraphed* delay, a flash of light blinds enemies nearby, disarming them.
Cooldown: 25 seconds
Delay: 1.75 seconds
10m Radius
Spirit Damage: 45 + 0.5xSpirit
Duration: 3.5 seconds
*The telegraph would be some weak flashes to indicate the big flash coming up
Reasonings:
The stats are the stats, not too attached to them, but it seems reasonable for a 3k item to have those stats, plus I imagine a guy with a flashbang would have like body armor (bullet shield) and be sliding around like some kind of NAVY Seal/Marine/someone with combat training. The spirit power is because flashbangs weren’t invented until the 1970s (according to google), so I figure there has to be some kind of mystical powering aspect to it.
As for the active, I think the delay is reasonable; it’s half of Seven’s stun delay, which is generously reactable. The radius is shorter than cold front, but it comes out instantly instead of spreading to that length over a second. The damage is small, too small to ever realistically activate Improved Burst (if you have 260 spirit and this item, then by all means, go off king), but I wanted to give it some damage for cancelling leap and zip. And the duration is on par with Curse and Phantom Strike while being half the cost, a trade off for being so short ranged.
Here’s another angle:
VER. 2a
Same stats as VER. 1, but the active works differently.
Active: User emits many blinding flashes that each disarm for a short time.
Cooldown: 30 seconds
Delay between flashes: 0.6 seconds (first flash occurs 0.6 seconds after activation)
10m Radius
Disarm Duration (per flash): 0.25 seconds
Flashing Duration: 5.4 seconds (8 flashes for a total of 2 seconds of disarm if they are hit by every flash)
Reasonings:
Not as long as a disarm as VER. 1, but spread out over a longer period of time feels similarly disruptive. The pulses would happen like Paradox’s Pulse Grenade, and the radius of the pulses would be obvious. This version notably deals zero damage, as I feel it’s annoying enough as is, and I don’t really want the offensive capabilities to be too strong to reduce snowball potential. I feel like getting this early is good to dive gun characters, so giving it damage may be too much.
VER. 2b
A different take on VER. 2a
Active: Throw a prototype spirit grenade that emits many blinding flashes that inflict minor damage and a stacking miss chance. Deals 40% less damage vs. non-Heroes.
Cooldown: 30 seconds
Delay between flashes: 0.6 seconds (first flash occurs 0.6 seconds after activation)
15m Radius
Spirit Damage per flash: 20 + 0.25xSpirit
Miss Chance per Stack: 20%
Miss Chance Duration (per flash)*: 1.3 seconds
Flashing Duration: 5.4 seconds (8 flashes for a total of 6.7 seconds of reduced shooting capability if they are hit by every flash)
*Every new stack refreshes the duration and remains until the effect wears off and no more new stacks are gained (For you Dota players, it’s like Viper’s Poison Attack and NOT like Bristleback’s Warpath or Quill Spray).
Reasonings: Not as oppressive initially as VER. 1 or VER. 2a, but if you get enough stacks it becomes MORE oppressive than either in my opinion. This is why this version is a thrown item like Alchemical Fire or Pulse Grenade. Because of how the stacking works, you get 100% miss chance after 5 stacks (3.0 seconds of being within the radius) and the duration per stack is set to 1.3 so that if you leave the radius and come back before you lose your stacks, it will continue to build. Due to its stationary nature after it’s thrown, I also beefed up the radius and threw some damage back on there.
VER. 2c is VER. 2b that’s centered on your character (like the previous iterations) without damage and with a 10m radius. The reason VER. 2c exists is in case VER. 2b is too good of a low-commitment item given that it can be thrown.
All of these iterations are affected by Line of Sight.
General Musings/Random Thoughts:
- VER. 1 is definitely my favorite for simplicity's sake. Less moving parts, its effect is easily understandable, and I like the telegraphed delay that rewards players for paying attention.
- I’m not really sure how the VER. 2 iterations should interact with duration extending effects. Maybe they extend the flashing duration (so more flashes, like Pulse Grenade) AND the disarm/miss chance effect? It might be too powerful, but I’ll leave that one to the professionals.
- The VER. 2b iteration also, based on its text, would stack with other versions of itself, which may also be too oppressive. But I think if that were the case, you could just make the stats really bad so it would feel horrible to buy except as utility.
- I toyed with making this an upgrade of Cold Front, but I specifically wanted it to do poor or no damage, which I feel is the main use of Cold Front as of the time of writing. So I scrapped that idea.
- It’s possible this type of limitation on shooting I’m trying to introduce could be similarly expressed with a fire rate slow, but I am not 100% sure on how fire rate slows interact with fire rate boosts vs. how evasion/miss chance interact with fire rate boosts (i.e., which counters fire rate more?).
Lastly, here are other ideas I had as mechanics that don’t exist in the game yet:
- A “facing” mechanic
- In practice with this item, it would affect you if you are facing the source within a certain cone of vision, like 180 degrees in front of you or something (think Medusa ult in Dota). The reason I could see this not working is because it’s a third-person shooter where you aren’t penalized for backward movement, so while it effectively protects the source because you can’t face them, it doesn’t really stop others from doing just about anything else.
- Miss chance
- I know I used this concept in my ideas above, but only because it’s easily understood how it works. I’m mentioning it here because it doesn’t exist in the game, and is functionally different from Bullet Evasion in that it’s sourced to the shooter and not the guy getting shot.
- The presence of a miss chance mechanic may necessitate an accuracy mechanic–essentially a counter for evasion and miss chance–if it becomes too prevalent, so I hesitate to suggest it.
- Forced reload
- Effectively a disarm that affects characters differently–even more so if they have items that reduce reload times (like Sharpshooter or Active Reload). Basically doesn’t affect Abrams as of the time of writing.
- Another spin on the forced reload mechanic is the removal of ammo from your current clip, like removing 20% of your max clip per flash on the VER. 2 iterations, so it will eventually force a reload.
That’s all folks, don't forget to tip your servers.