Lifeland's sidegrade ideas for heroes

Lifeland

Member
I just think it'd be fun if deadlock had ability sidegrades to totally change a hero's playstyle or focus more on one aspect of a hero.
Some rules I'm imposing on myself are that I can't make a sidegrade to any ability that's implied to be due to a hero's implicit physiology (and that physiology can't be altered like the golem characters swapping out parts.) E.G. Abram's infernal resilience.

I'll format my ideas like so:
Hero, Name, slot,
cooldown
+Pros
-Cons
More detailed changes.
 
By the way, I'm not bothering coming up with upgrade ideas yet.
Ivy: Cargo Flight, (4)
80s cooldown
+picking up teammates reduces cooldown by 30s.
+2s duration
-Cannot use bomb/teammates as bomb
-Does not give barrier

reasoning:
I've always loved how Ivy's air drop can help out-of-place heroes get to a team fight. This aspect of air-drop became less prominent compared to as a combo-tool (drop, kudzu, stone form) or getting allies out of danger since the map changed to three lanes as there are now fewer buildings you can fly over in a straight line to any destination, but it's still strong when used like that. Honestly, I'm worrying that I'm not giving it enough nerfs since such a short cooldown for two person cross-map travel could be super strong.
This sidegrade would also promote a spirit-ivy playstyle, funnily enough. Since ivy can't shoot while flying, this sidegrade might promote building duration and cooldown for spamming kudzu from the sky.
 
Bebop: Engine pack (3)
Passive:
gain up to +5 m/s move speed and +2 regen while not firing or taking damage.

Reasoning:
I actually had this idea before the most recent patch. Speedbop was already a fun playstyle before his bomb's t3 upgrade got swapped out for the speed boost;
unfortunately, everyone's moving slower now, so I don't know if Speedbop can still be a thing.
 
Doorman: Revolving door (2)
20s cooldown
+can place doors on both ground and walls
-30m doorway distance
-cannot see through doors
-bullets and projectiles cannot see through doors

reasoning:
shorter cooldown with more unpredictability in placement can open the door (pun intended) for more trickery and surprises, but Shorter range provides limits. This could be used for redirecting carts to make them harder to avoid, or surprising enemies with a door if they're walking too close to your walker.
 
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