Legworker (T2->T3 Slide-Based Vitality Items)

Legworker | 1,250
Hastened Legworker | 4,250
+15% slide distance
+20% bullet velocity​
+35% slide distance
+50% slide turn control
+20% ammo​
Passive (10s)
Dealing damage while sliding increases slide distance (Up to a maximum of 110% distance). Also provides increased damage (20%) while sliding.

Passive (10s)
Dealing damage while sliding increases slide distance (up to a maximum of 115% distance). Also provides increased damage (+35%) while sliding and temporary movement speed (2m/s).

Hero Kills while sliding grant permanent sprint speed (1m/s). (Up to a maximum of 5).

Legworker is designed to enable early split pushing by providing the player an on-foot escape option. This would be especially useful for heroes like McGinnis, Yamato, Shiv other heroes who don't have reliable escape tools during the laning phase. This gives certain heroes a means of pressuring outer walkers alone, which would otherwise be a death sentence supposing the enemy gives chase or ganks. At the same time, the passive requires skill expression (dealing damage) to take effect meaning the benefit and therefore the escape must be earned. Higher bullet velocity stat helps heroes aim more accurately while sliding.

Hastened Legworker is designed to give lower mobility heroes a stronger late-game presence by providing them a means of keeping up with the tempo of teamfights, which often can shift around corners and across lanes much faster than they can keep up with. The bonus movement speed helps them follow chases via chip damage, and sprint speed stacks provide them with an out-of-combat benefit particularly for making long rotations to far away teamfights. This item also provides players a means of escaping a wild goose chase by sliding backwards and away while still maintaining a firefight on their assailants. Higher slide turn control gives players a means of sliding out of risky situations by turning tight corners down ramps. Higher ammo gives the item value while not sliding and helps ensure that players enter a slide with ammo still in their clip.

These are designed to be cooldown passives which give you empowered slides in the same vein Kinetic Dash and Arcane Surge which grant empowered dash-jumps on a cooldown.
 
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I think we should remember the heroes in testing for this. For Viper the 1250 item alone would be absolutely busted.
I agree. Though we should also keep in mind that many characters have items that already are kind of made for them. Infernus stacking toxic bullets any one?

I think framing this item as "give any other character, xyzs hero ability, but not as good." like for example, torment pulse is basically a mini warden ult, that warden CAN stack to up his ults power but other people get use out of. Toxic bullets, gives access to the bleed DOT that is (i think?) shiv specific right now. I think we could tune these numbers, but allowing viper to stack this to get better SHMOVEMENT doesnt sound too bad to me.
 
I think the 1250 item is alright. Not a big fan of giving 20% extra weapon damage just for sliding with a vitality item. Most weapon t2's don't even come close to 20%, let alone vitality items (except for combat barrier, which at least requires you to keep a shield up.) I don't think one of the strongest split pushers in the game really needs more help in doing something she already excels at, but this item is still pretty nice and i'd like to see it added someday.

I'm not so sure about the upgraded variant yet.
 
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