Metal Fist (T1 Activatable Weapon Item)

Rosgath

Active member
Here's an Item I thought might be cool to consider given that melee builds can struggle particularly at higher levels.

Metal-Fist-1738115915.png

This is a straightforward item that can help a melee build get off the ground while conveniently getting around getting parried. The range for the attack is that of a light melee, but it's damage is that of Heavy melee.
 
Maybe make it a passive that procs on your next light melee hit? Using an item key to melee feels veird. Also i think that a guaranteed melee is bad for the game, 100-300 insta damage(depending on your melee items) that will proc other melee items and for such a small price seems a bit OP.
 
Maybe make it a passive that procs on your next light melee hit? Using an item key to melee feels veird. Also i think that a guaranteed melee is bad for the game, 100-300 insta damage(depending on your melee items) that will proc other melee items and for such a small price seems a bit OP.
It is on a 10s Cooldown, and the range of light melee is limited. Add to that I made it an active specifically to occupy one of your very limited active slots (so it makes it harder to build while also getting counter items like Knockdown, and still getting Fleetfoot, Alchemist's Fire, Heroic Aura, Slowing Hex, etc.). It's supposed to be an early game item that can help you get some damage if you can close, but it should be sold later for stronger actives or other items.

Like Monster Rounds, it doesn't have an upgrade as it isn't intended to continue to occupy a slot later on. I could see it getting some value, but most melee builds focus on taking advantage of other ways to secure melee hits (like Abrams getting a stun on his charge, Viscous with his puddle punches, or Calico with her Leaping Slash) so this shouldn't be too much to ask.
 
It is on a 10s Cooldown, and the range of light melee is limited. Add to that I made it an active specifically to occupy one of your very limited active slots (so it makes it harder to build while also getting counter items like Knockdown, and still getting Fleetfoot, Alchemist's Fire, Heroic Aura, Slowing Hex, etc.). It's supposed to be an early game item that can help you get some damage if you can close, but it should be sold later for stronger actives or other items.

Like Monster Rounds, it doesn't have an upgrade as it isn't intended to continue to occupy a slot later on. I could see it getting some value, but most melee builds focus on taking advantage of other ways to secure melee hits (like Abrams getting a stun on his charge, Viscous with his puddle punches, or Calico with her Leaping Slash) so this shouldn't be too much to ask.
So i was writing a 10 page essay with calculations done with the full combo on the most popular abrams build on 10 k souls, but decided to just say than Calico and Abrams will now get ANOTHER guaranteed heavy melee hit. It is really strong for 500 souls. And hitting it is basically like hitting a light melee punch(which is not that hard)
 
If you are interested the abrams does like 1200 damage with the combo(it`s basically counting only the unavoidable damage after shoulder charge), not counting the resists.
 
That will be OP on Abrams, so it should have smth like -5% health passive effect to balance it (in my opinion)
I can see that a lot of people feel it would be strong, so I think I'll just change it to a light melee with an T3 or T4 upgrade that becomes a heavy melee with something else added.
 
I can see that a lot of people feel it would be strong, so I think I'll just change it to a light melee with an T3 or T4 upgrade that becomes a heavy melee with something else added.
I would suggest removing any words like "quick" or "can't be parried" and just have it be "perform a light melee that deals heavy melee damage."
 
making an unparryable heavy melee would always be super broken, making an unparryable light melee is pointless
(proof of how broken unparryable heavy melee is can be found by playing melee viscous and landing a goofist/heavy melee combo on someone - add a third melee from an item and it would be a one hit)
 
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