Kinetic Punch. Heavy melee does knockback.

iuyhcdfs

Member
Tentative characteristics:

Orange, 3200 souls, 16 second cooldown. Sends them ~15 meters.

Is not an upgrade, does not upgrade.

Thoughts? Adjustments? :)
 
Seems like a throw item on any hero other than maybe ivy, viscous, and maybe seven. Any hero with a stun long enough to heavy melee wants to be close to their opponent and anyone else either doesn't want to be throwing out heavy melees to get parried. Paige maybe with ult -> heavy melee but 3.2k souls is too expensive for whats essentially a get off me tool. Doorman, abrams, and venator stun against walls so it wouldn't do anything for them.

Maybe reversing it so winding up a heavy melee pulls enemies in would be more conductive to what melee builds tend to go for.
 
Seems like a throw item on any hero other than maybe ivy, viscous, and maybe seven. Any hero with a stun long enough to heavy melee wants to be close to their opponent and anyone else either doesn't want to be throwing out heavy melees to get parried. Paige maybe with ult -> heavy melee but 3.2k souls is too expensive for whats essentially a get off me tool. Doorman, abrams, and venator stun against walls so it wouldn't do anything for them.

Maybe reversing it so winding up a heavy melee pulls enemies in would be more conductive to what melee builds tend to go for.
I imagine it's a potential support option for any hero to help peel enemies off your carries. Horizontal knockbacks are pretty powerful and scarce for something that hits as easy as a heavy melee, but it still opens you up to a parry. That way it also doesn't unintentionally buff Abrams because he won't buy it.

Some games your lane goes very badly, but when it happens maybe you can still have fun punting your opponents or baiting parries :)

It might unbalance rejuvenator contention if a support player can shove away someone before they can get close enough to parry-block the rejuv which sounds... maybe unhealthy for the game (an interesting comeback gamble is lost)

It's also unhealthy if its too easy to invalidate heroes like Silver or Yamato who have an aggressive gap-closing identity.
 
If you don't think it would do anything on Doorman, you haven't played Doorman. I've had many scenarios where I know I could pull of a perfect kidnap given the geometry, and wanted to gamble for a heavy melee to try to jolt them back through the door a little bit but I knew it wouldn't be enough. This would genuinely be such a powerful item on Doorman because all it takes is one single heavy melee to hit and a quick cast door.
 
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