McGinnis Rework Ideas

gallantpirate69

New member
McGinnis as a character is awesome but is so hard to play due to low mobility, when so many other characters have amazing mobility and game changing abilities. She sticks out as a sore thumb and it doesnt matter how many times I play her, my KDA with her nowadays in the smaller map is always bad. There is just no carry potential in her.

1. a) Change her q from 1 to 2 turret charges from the start. With better spirit resist.
b) When 3 turrets simulatenously attack the same target, then that turrets will mark them and there is bonus damage.
c) The turrets will have a longer lifespan >50%.

2. b) Medicinal Specter should be wider and also provide a bit of movement and 1 stamina recovery for 2nd upgrade.

3. a) Walls should push characters 5m away from them, and slow them.
b) The wall height also increase by 5 m.
c) In the final upgrade "Stun" for 1.25 seconds. Turrets will mark the characters stuck by the wall and shoot 1 rocket per turret.

4. a) The main rework should be with the ultimate: She creates a zone around her, where all stamina and dashes are extinguished. No dashes or mobility eitther horizontally or vertically is possible. It is also not possible to use lash ultimate out of the zone, use bebop or Rescue Beam to remove people out of the zone. Furthermore, there is minor spirit damage as well as 25% slow. McGinnis will be slowed as well and cannot use any dashes or movement items. Duration: 3 seconds
b) Allies in the zone get a buff to their movement and gun abilities with a 25% fire rate bonus. Furthermore, the ultimate zone starts with a pulse damage that increases the slow by 12%. Duration: 4 seconds
c) 3rd upgrade will increase the zone radius and McGinnis will be able to now dash and use movement items. Duration: 5 seconds
 
McGinnis Rework:
Her ultimate remains the same as she fits thematically as a zone control and area denial mage/champion character. As she is hard to play due to low mobility, when so many other characters have amazing mobility and game changing abilities. Love the 3 lane changes that forces ore fights, but require more farm (neutral creeps and mini-bosses like Mid-Boss, i.e., Dragons/Rift Heralds like in League of Legends). I envision McGinnis as a low mobility, hard hitting control/zone character that excels at controlling choke points and team fights. She doesn't need amazing mobility as her strengths should be to eliminate other mobile characters/teams.

1. a) Her turrets have a small radius around them where if any character steps on it, they are webbed, that is, they have an initial slow of 65% for 15 seconds.
b) A turret attacking a character 3 times, marks for a bonus damage on the 3rd shot. Removes 1 stamina. if character steps on its radius. Increases turret zoning radius by a small amount.
c) The slow radius of the turrets increases and the slow increases to 75% for 15s to 25% for 30s total, thereby increasing the zoning potential of McGinnis. Also, it removes 2 stamina or reduces stamina regen (if no stamina).

2. a) Medicinal specter provides fire rate bonus and restores 1 stamina.
b) Medicinal specter attaches to McGinnis, Turret or a champion (priority champion) and can follow them around.
c) Medicinal specter provides 10% bonus spirit and 5% bullet resist.

3. a) Walls should push characters away by a small distance and slow them.
b) The wall is unchained from the ground, that is it can be put vertically also. Height increases by a small amount.
c) Final upgrade stuns champions and pushes them either inside or outside much further.

4. a) McGinnis reworked ultimate creates a "Mobility Nullification" zone of 10m or more (horizontally and vertically) around her, where all stamina and dashes are extinguished. No dashes or mobility (horizontally or vertically) is possible. *It is also not possible to use bebop or Rescue Beam to remove people out of the zone. Furthermore, there is minor spirit damage as well as 25% slow. McGinnis will be slowed as well and cannot use any dashes or movement items. Any channeled mobility are cancelled when the "Mobility Nullification" zone is activated. Duration: 3 seconds
b) Allies in the zone get a buff to their movement and gun abilities with a 10% fire rate bonus. Furthermore, the ultimate zone starts with a pulse damage that increases the slow by 2%. Duration: 4 seconds
c) 3rd upgrade will increase the zone radius and McGinnis will be able to now dash and use movement items. Duration: 5 seconds


Let me know what you think of these changes people ;). I truly love Deadlock and can't wait for it to become a beloved game with millions of players.
 
There is just no carry potential in her.
The way Mcginnis is designed is a back line support who creates space for your other backliners. She is a peel, heals, debuffs and long range siege.

Not every character needs carry potential.

Some characters are supports.

Mcginnis falls into the latter.

Its a moba, not call of duty or RB6:S

That being said, to your ideas:

Turrets - I actually like this idea except for ramping the number of turrets. No one really likes turrets. So counter offer - Mcginnis marks the target when she shoots or hits someone with her ult applying the debuff herself, removing the need for 3 turrets. turrets are still a charge and can be built into if someone wants.

Wall - I dont see an issue with these.

Heal - I dont see an issue with this except the attach part. I would just simply make it so she can attach it to her self or ground. I dont see an issue with the rest buffs

Ult - this ult idea is not McGinnis. This would be fitting for a completely different character that has gravity like tech probably. I get it creates the safe zone for backliners but it doesnt really have the right feel.

I would suggest leaning more into the idea that she is using tech to beef up her turrets which just so happens to work on her allies. Maybe an overload mode for her turrets and heal bot, making their bonuses stronger, while also giving fire rate to everyone around her for a certain period of time. Maybe even temp unlimited ammo, and reduced falloff, while ult is activated.
 
The way Mcginnis is designed is a back line support who creates space for your other backliners. She is a peel, heals, debuffs and long range siege.

Not every character needs carry potential.

Some characters are supports.

Mcginnis falls into the latter.

Its a moba, not call of duty or RB6:S
I mean Deadlock is designed in such a way that literally any character can carry as they have damage that scales. You can carry on Viscous, Kelvin, etc any support champions essentially. McGinnis before the recent patch was also able to carry with different build paths and it was fun. However, in the current smaller, faster lanes, she feels hopeless to play as the other champions are far too slippery/mobile while she is just cumbersome.

So in line with that theme, if she is cumbersome, let her also debuff the mobility of other champions instead of making McGinnis a mobile champion.
Ult - this ult idea is not McGinnis. This would be fitting for a completely different character that has gravity like tech probably. I get it creates the safe zone for backliners but it doesnt really have the right feel.

I would suggest leaning more into the idea that she is using tech to beef up her turrets which just so happens to work on her allies. Maybe an overload mode for her turrets and heal bot, making their bonuses stronger, while also giving fire rate to everyone around her for a certain period of time. Maybe even temp unlimited ammo, and reduced falloff, while ult is activated.
This ultimate idea is also not bad, I would suggest overdrive for the turrets with a larger zone of slow, faster fire rate & healing specter. Also the turrets start firing rockets at the McGinnis targets too. Most importantly, change her ultimate angle and make it more straight and long range. It is extremely cumbersome and difficult to use, if any champions get close, it is bye-bye in an instant.

However, I still prefer my "Mobility Nullification Zone" idea as that would be McGinnis thematically - a brilliant engineer who controls the area. Dynamo already has his excellent black hole ultimate, this would be different as it doesn't pull characters in, just slows and debuffs them.
 
I mean Deadlock is designed in such a way that literally any character can carry as they have damage that scales. You can carry on Viscous, Kelvin, etc any support champions essentially. McGinnis before the recent patch was also able to carry with different build paths and it was fun. However, in the current smaller, faster lanes, she feels hopeless to play as the other champions are far too slippery/mobile while she is just cumbersome.
You can techinically do that in any moba. That doesnt mean that those characters should have their damage buffed to the point that they can always carry. Most people that want their favorite characters buffed is because they cant kill someone 1v1. Some characters are literally designed around the 1v1 and the ability to kill solo targets.

Some are meant for aoe team fights.

Some are supports.

IF you get far enouigh ahead, you can carry on a support. That doesnt make it optimal.

Mcginnis isnt a carry nor do i want her redesigned and buffed to be one.
However, I still prefer my "Mobility Nullification Zone" idea as that would be McGinnis thematically - a brilliant engineer who controls the area. Dynamo already has his excellent black hole ultimate, this would be different as it doesn't pull characters in, just slows and debuffs them.

This is a good ult. but it does not fit her thematically as she is all about support turrets, she uses 2 different ones. She doesnt use ANY anti gravity technology, nor any magic. So a giant dome like field that cancels out mobility, for reasons, doesnt fit her kit in a thematical way.

I would rather have that ult idea saved and given to another kit that is more focused on anti grav control capabilities. The slow and debuff part can be applied to the ult idea i gave as "enhancements" to the turrets. Like she drops an enhancer field module that buffs up everything one on the team. This would be more thematical to her turret design. Let her be a Buffer at her core design, rather than a Debuffer.

OR (just thought of this while rereading out comments) - sense she already summons things - what about some sort of mech that has turrets on it that walks with her for a duration? Or you can attach your turrets too (increasing their effective health pull by combining them all into one). The mech has its own abilities, targets what you target, or the closest thing if you arnt actively shooting something. That could have a slow zone/fire rate/heal boost/ etc zone around it and effecting anyone in it. Like its literally a mini walker she builds.
 
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