Kinetic Shrapnel

A Name

New member
Weapon item, 3,200 souls.

Passive
+100 health

Active
Taking damage builds up kinetic energy. Release this kinetic energy in a burst of shrapnel, dealing weapon damage to nearby enemies.

Maximum shrapnel damage scales with weapon damage.

Maximum total shrapnel damage: 200 (0.4x weapon scaling)

Shrapnel pellets: 10

15m range.

Cooldown: 30 seconds (cannot store kinetic energy while on cooldown)
 
I like the idea of a burst 'return fire' sort of item, but with the current design it could be better.

Having it be random pellets makes it very inconsistent unless they track onto nearby enemies, in which case its probably better to just have it be an AOE circle/sphere with LoS instead.

Without knowing the damage taken/shrapnel charge ratio, its impossible to know if the item has counterplay in close quarters or not. With the right ratio, you can have close range fighters trying to deal damage up close, get outside the explosion radius once it is about to go off, then getting back in range.
 
If it were specifically going with a shotgun blast instead of an AOE, it means you're gonna have to aim it, meaning its less good for general teamfighting and more for 1v1 fighting or chasing down singular targets.

Does change its function hugely, but I don't see any inherent issues with the concept.
 
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