Item Idea: Flash Strike

Please god no. Fire rate, gun build heroes are already OP as hell without building specifically to deal with them. Meaning 2-3 items. Ick. Haze and Infernus will unload a full mag in .2 seconds with this and you won't even know they were there until you died.

*EDIT* You want fire rate McGinnus to shot ever faster with her 150+ rounds.... And I main her....
 
I don't mind another powerful item to boost fire rate in the game. However, the high tier items usually have some special effects or conditions to use. I want to say that item itself is boring.
Also, we already have item, that able to give almost the same stats — Burst Fire. With items, its effect can be everlasting. But the main thing is the price. It's twice as cheap.
In my opinion, we can take the concept of Burst Fire and reverse it. An instant, but short-living or gradual, but constant (cough, McGinnis's M1, cough). There's already a plenty of suggestions of Intensifying Magazines, but with the fire rate instead.
 
Only 50% in a single item with zero additional benefit. You can reach 50% with just kinetic dash and swift strike. Even late game, nobody would buy it because of the 100% fire rate inaccuracy bug gutting your damage at any range other than up close.

It would have to be something ludicrous like 75%, and at that point, why bother? The only way this kind of design gets to be viable is if it gives out so much stats that it chokes out every other competing design (most of which are a lot more interesting and dynamic than just two stats).
 
Please god no. Fire rate, gun build heroes are already OP as hell without building specifically to deal with them. Meaning 2-3 items. Ick. Haze and Infernus will unload a full mag in .2 seconds with this and you won't even know they were there until you died.

*EDIT* You want fire rate McGinnus to shot ever faster with her 150+ rounds.... And I main her....
Spiritual damage heroes are much stronger, the ballistic damage in this game has been nerfed so much that it's disgusting. Ballistic damage heroes need to fire 200 shots to kill the enemy while a spiritual damage hero only needs to land 2 skills to eliminate him, and still has no falloff.
 
Only 50% in a single item with zero additional benefit. You can reach 50% with just kinetic dash and swift strike. Even late game, nobody would buy it because of the 100% fire rate inaccuracy bug gutting your damage at any range other than up close.

It would have to be something ludicrous like 75%, and at that point, why bother? The only way this kind of design gets to be viable is if it gives out so much stats that it chokes out every other competing design (most of which are a lot more interesting and dynamic than just two stats).
For heroes who do firerate builds, it would be a great item, it would be like a burst fire without cooldown, or a spellslinger without needing to stack, and you still gain 3m/s of sprint speed to get you to places quickly, it's a great item.
 
Spiritual damage heroes are much stronger, the ballistic damage in this game has been nerfed so much that it's disgusting. Ballistic damage heroes need to fire 200 shots to kill the enemy while a spiritual damage hero only needs to land 2 skills to eliminate him, and still has no falloff.
I wouldn't buff ballistics just balance out spirit bonuses, boons, etc. I agree they are too high. Talon and Paradox can 1-2 shot non-frontliners right now at about minutes 20-25+ with only like 30-35k souls depending on the lead. And late game is nuts for that stuff. But I rather see spirit settle back down then buffing shots overall.

And. I get you want an item to help gun/fire rate builds. But you don't seem to be open to the idea that this item might not be the best route. So. Good luck.
 
Spiritual damage heroes are much stronger, the ballistic damage in this game has been nerfed so much that it's disgusting. Ballistic damage heroes need to fire 200 shots to kill the enemy while a spiritual damage hero only needs to land 2 skills to eliminate him, and still has no falloff.
You need to fire 200 shots only if you are against Mo&Krill with Plated Armor, Juggernaut, full Vitality Investment and all items with Bullet Resist.
If you often take burst Spirit Damage, you should pay attention on Counterspell.
Heroes with majority of Spirit Damage almost always are ability-based hero. Abilities have cooldowns, unlike M1. All the carries are M1 heroes. The longer the match goes on, the stronger they become. Their power ceiling is higher than spirit ones.
 
For heroes who do firerate builds, it would be a great item, it would be like a burst fire without cooldown, or a spellslinger without needing to stack, and you still gain 3m/s of sprint speed to get you to places quickly, it's a great item.
It's a terrible item because fire rate above ~100% (forgot the exact percent) is a total waste because of the built-in inaccuracy that severely nerfs your damage past a couple feet. A late-game slot filler that actually nerfs your damage because of the way fire rate works will just get built by nobody other than noobs tricked by the bright flashy "UPGRADE" button.

Gun heroes want survivability and armor shred late game. They don't need a late-game upgrade that actually ends up nerfing their gun damage outside of "genuinely throwing the game" distance.

Honestly there's so much wrong with this concept in general. You (wrongly) assume gun builds to be weak, therefore you come up with possible one of the most boring stat stick designs to have graced this forum because you believe that the only way to "fix" gun builds is to give them even more damage (but in a way that actually nerfs their damage output overall, so it just ends up being old titanic mag 2.0).
 
Back
Top