Magic Missile T2 Spirit Damage, CC and Mobility active item with T4 upgrade.

necromancergb

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T2 Magic Missile fires a moderate speed projectile that deals Spirit Damage and inflcits heavy knockback in an area. Magic Missile can deal self damage and knockback to you as well as knockback to allies.
30s Cooldown
90 Spirit Damage
3m Radius
maybe grant ~+5% spirit resist to help deal with self damage

T4 Magician's Salvo
Functions the same as Magic Missile except after casting there is a 10 second window in which it can be cast again up to 3 additional times for a total of 4 missiles.
Should also have additional spirit resist if that is in the base item.

This would function somewhat like Rems pillow without the slow and projectile drop as well as a much smaller area.
This is meant to function somewhat like a ranged counterpart to Arctic Blast with a knockback/rocket jump utility replacing the slow.
I absolutely adore rocket jumping in games and since Deadlock shares some DNA with TF2 I think it would be a great fit and would work really well alongside the games already fantastic mobility.
My only concern with the item is spam especially when it comes to the T4, but I think the small radius and skill shot requirement should mitigate that.
 
I like the idea of displacement, but keep in mind that too much available displacement can make it very hard/unfun for people to play the game. The T2 is probably fine since its in-line with stuff like Cold Front, but the T4 would probably be too much. A spirit heavy team could see multiple users, making a veritable game of ping pong between two people using it on a single target.
 
I like the idea of displacement, but keep in mind that too much available displacement can make it very hard/unfun for people to play the game. The T2 is probably fine since its in-line with stuff like Cold Front, but the T4 would probably be too much. A spirit heavy team could see multiple users, making a veritable game of ping pong between two people using it on a single target.
Yeah the T4 definitely has a danger of possibly being annoying, but I think a relatively low radius and projectile travel time should make it enough of a skill shot to not feel too bad. I also think that the level of movement in Deadlock gives players agency to try and avoid being juggled. I think the inclusion of inflicting knockback on teammates help too because if it's being excessively spammed in team fights then you have a good chance of also knocking your team around in unfavorable ways. All else fails if multiple enemies have bought a T4 item that is CCing you that badly, then Unstoppable is probably a good investment.

My main rationale behind the T4 is too allow for combo rocket jumps, which are very fun and a great form of skill expression. In addition juggling enemies with air shots would also be pretty fun skill expression as well.

On the topic of air shots it could be fun to give the T4 bonus damage on air shots to reward a skilled player and give it a bit more depth over the T2.
 
The thing you're not considering is that displacement eats dashes & most movement abilities for lunch. Any knockup/knockback will end a dash halfway through, canceling all momentum. There's a reason why dynamo stomp sends them in a direction that prevents him from getting more stomps on cooldown and has to wait for them to land.

Unless this item has a semi-long internal cooldown at T4(think ~2 seconds), you can just spam it and prevent the enemy from moving out of the way of future projectiles unless they have a teleport or similar.

Doesn't help the 'multiplayer pingpong' problem, but still.

Also, I'd highly recommend using the Deadlock Item Graphic Maker. You can search for it fairly easily and its good for making item recommendations look snazzier & more readable.
 
The thing you're not considering is that displacement eats dashes & most movement abilities for lunch. Any knockup/knockback will end a dash halfway through, canceling all momentum. There's a reason why dynamo stomp sends them in a direction that prevents him from getting more stomps on cooldown and has to wait for them to land.

Unless this item has a semi-long internal cooldown at T4(think ~2 seconds), you can just spam it and prevent the enemy from moving out of the way of future projectiles unless they have a teleport or similar.

Doesn't help the 'multiplayer pingpong' problem, but still.

Also, I'd highly recommend using the Deadlock Item Graphic Maker. You can search for it fairly easily and its good for making item recommendations look snazzier & more readable.
Yeah I think a cooldown between shots is definitely necessary. I Would say closer to ~1 second to still enable good rocket jump comboing. I know of the item graphic maker, I was just too lazy to make one lol, I'll probably make a mock up at some point here.

Another solution instead of a cooldown might be to have it only be able to be shot again after it hits any target(including yourself, a teammate, a creep, etc.). This would make long range spam more difficult while maintaining rocket jump combo potential and punishing misses.
 
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