Item idea collection

Normally around 1% of unsecured souls are converted into secured souls. This item would stop that and instead of converting unsecured souls into secured ones, this item just gives you passive souls based on how much unsecured souls you have.

So at 1500 unsecured souls, you'd get passive 1500 * 0.01 = 15 secured souls per second, or 15 * 60 = 900 souls per minute, which now that I type out loud sounds kind of insane (for reference, Trophy Collector at 16 stacks is 25 * 16 = 400 souls per minute, maybe it should be 35-50% every minute?). The amount of unsecured souls doesn't decrease.

Also the spirit power should probably be +3 instead.
I think that stack should be granted by having more than 100 souls. Maybe 200 or 300. 1500 sould isn't so hard to get.
 
I just want an upgrade for Mystic Shot.

Edit: I forgot to add the component part, but it shold build from Mystic Shot.

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Item designed for the best weapon class in the game: Revolvers.

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I want more items which can completely change how your character feels.

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Trickshot makes Holiday 3 useless, so no on that, but I like the first item.
Second item is a little OP, but I think an upgraded mystic shot could be cool, at 6400 though.
For the last item, I like the idea, but make it a small added damage over time on hit instead (like toxic bullets for spirit).
I think the idea of having items that change your character's playstyle is cool, but it often breaks the game or defeats the purpose of characters.
That style of item makes every character a question mark in each game on how they will play.
As a result, the skill to play around characters' abilities, because you understand the strengths and weaknesses, becomes useless.
In a casual focused game this works, but for deadlock, a game where ranked is default rn, it doesn't work.
 
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This item should let users to use their escape abilities more aggresively assuming they can secure a kill. It's a bit strong for 1600 item, but too imo not strong enough for a T3 item. There also aren't that many T2 spirit items.
I personally like the names bounty kill, blood pact, or mystic contract more, but I like the idea. Also for clarity change the text to "Imbue an ability with permanent spirit power. On hero kill reset imbued ability's cooldown."
 
Trickshot makes Holiday 3 useless, so no on that, but I like the first item.
It doesn't. For Holiday it would be cool complementary item, as for others... it would depend on their's gun stats.
Second item is a little OP, but I think an upgraded mystic shot could be cool, at 6400 though.
It's like a Express Shot counterpart, but spirit-based. Also I can agree about upgrade for Mystic Shot.
For the last item, I like the idea, but make it a small added damage over time on hit instead (like toxic bullets for spirit).
Personally, I think that item is good as it is. If you can split the damage and deal it over time, it allows you to continiously proc any spirit-triggered effects.
I think the idea of having items that change your character's playstyle is cool, but it often breaks the game or defeats the purpose of characters.
That style of item makes every character a question mark in each game on how they will play.
As a result, the skill to play around characters' abilities, because you understand the strengths and weaknesses, becomes useless.
In a casual focused game this works, but for deadlock, a game where ranked is default rn, it doesn't work.
The characters are just the base/core. How they would be played depend entirely on your decisions. Even with all possible combinations of the items, you can't transform character into something completely different. The range of good skill/item builds are already predetermined with hero's ability kit.
 
I think the idea of having items that change your character's playstyle is cool, but it often breaks the game or defeats the purpose of characters.
That style of item makes every character a question mark in each game on how they will play.
As a result, the skill to play around characters' abilities, because you understand the strengths and weaknesses, becomes useless.
I don't really agree with anything said here.

>> often breaks the game or defeats the purpose of characters.

One of reasons the item system exists is to let you play heroes differently.

>> That style of item makes every character a question mark in each game on how they will play.

Just look at what items they have? At the start of the game you wont know how they will play, but once they get items you can create a profile of their expected playstyle.

>> As a result, the skill to play around characters' abilities, because you understand the strengths and weaknesses, becomes useless.

But you also undestand the strengths and weaknesess of abilities in general, and so you should be able to extrapolate how to counter a hero, even if one of their abilities changes.

For example if a burst hero suddenly deals damage over time, just buy items that help against damage over time, like you would against any other hero.
 
Do ghosts have the lifetime, or they exist only for a limited time? Also can your allies shoot them too?
I do like the idea that the ghosts behave almost like soul orbs, so that allies can also help, and enemies can deny them.

However that makes them harder to balance, since they need to be strong enough to be worth not shooting the enemy, even with the risk of them getting denied, but items that deal flat damage tend to be too strong at least early game. (I dont want every hero to rush this as their first item)

But they should definitely have a short-ish lifetime
 
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