Metal skin/Unstoppable but for damages debuffs

Redhoodtcf

New member
Honestly kind of surprised we haven’t gotten something like this yet. So as most of you know debuffs are a bit strong as of late and realistically the only counter to things like mirage stacks, infernus burn, or siphon bullets is dispel magic but that item only cleanses the debuffs you CURRENTLY have and not the debuffs that get reapplied 2 seconds after using dispel magic. So my idea, someone could’ve already suggested this in which case I apologize, is simply just metal skin but dispel magic; have this item use dispel magic as a component with a 5.5 second duration with a 65 second cooldown like unstoppable. Item names could be Holy water, Magic Barrier, or Purifier.
 
I do think an item like this would have a lot of overlap with Unstoppable. Metal skin gives you immunity to bullets, but not from the effects they can apply. Unstoppable gives you immunity to applied status effects (even siphon bullets!), but doesn't prevent them from building up. I like the idea on paper, but I think it would be awfully strange to have two unstoppable esque items to cover all status effect bases w/o covering them all at once.

I still think the idea of giving dispel magic a few seconds grace to continuously clear/deny all debuffs would be nice though, like 1-2s. Kinda like how counterspell can multiparry several different abilities in quick succession. You could also use the grace period to preemptively clear curses from relic, talon, and apollo ult which could be a fun method of expressing skill.
 
So i actually wanted to test this siphon bullets unstoppable interaction and your right while unstoppable is active it suppresses the max hp decrease until the effect of unstoppable is over, which actually could be a bit of a detriment if you’re healing while unstoppable is active because immediately after it’s over you lose max hp even at full health if you have stacks of siphon bullets, but basically the item I’m suggesting is a full on damage debuff shield for 5.5 seconds so unlike unstoppable for 5.5 seconds on hit effects won’t occur. Basically 5.5 seconds of plated armors 50% on hit effect prevention but it’s 100%, it’s for damage debuffs in general not just ones that get applied via getting shot, and it gives you the small dispel magic heal on any debuffs initially cleansed. The way this could be balanced is it only dispels stuff like knockdown or seven’s stun on the initial cast but you can still get stunned after casting it because those abilities/items aren’t “on hit effects.” Like think of it like this: I’ve got a Haze shooting me, she has 36 stacks of fixation on me, I pop this item and it cleanses those stacks, and then for the next 5.5 seconds if she shoots me fixation won’t be applied at all, However if she slowing hexes me while it’s still active I’ll be slowed because it’s not considered a “damage debuff.”
 
I see what you're talking about now. So any debuff that appears next to your healthbar as a circle wouldn't be able to be applied? (Afterburn, Paradox Bomb, Escalating Exposure etc.) Could definitely see this coming in handy against a lot of teams reactive barrier style. I always forget how many beneficial buffs are considered debuffs too, like siphon bullets. Hope that gets fixed sometime in the future.
 
Yup that’s exactly it, I also feel it would be able to interact with something like ricochet so theoretically someone could be a bullet shield to protect against a haze or infernus; however an easy counter to the item would just be heavy prioritization of weapon or spirit damage so the damage over time effects/ debuffs really wouldn’t matter if someone like Vindicta for example is hitting their executes.
 
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