My personal item rework ideas

jessomartinz06

New member
Recently, I made a tier list ofhow fun each item in deadlock is to buy and use , as so:0-my-image.png
And it got me thinking, what would the items in the "Needs Rework/Buff" need for me to willingly buy them, even if just for the stats? Well I've come up with some ideas and will be given my reasoning for each.

- Escalating Resillience: Take damage, don't do it

One of the few gun-related items designed for frontliners, but it's really only used on those that happen to have high fire rates, like billy and Victor. I propose the bullet resist increases as the holder TAKES damage from bullets, not when they deal it. This would open up the item to other frontliners that don't have as much fire rate. Maybe make it show stacks and give it sound effects for like berserk to increase it's general appeal while you're at it.

- Witchmail: REMOVE THE RNG:

The biggest thing the decentivizes witchmail from being picked from casuals to pros alike is the randomness that you need to rely on when you buy it. Unlike other RNG items like tesla bullets/capacitor and lucky shot(I'll get to that one soon enought), where the RNG is almost negligible because it's intended for fast fire-rates, you need to pray that Wtichmail refreshes the cooldown you want to stay alive in late-game teamfights. It's easily the biggest dice roll of an item you can buy purely by it's functionality alone.That being said, I've come up with two possible reworks to remove RNJesus:

Have it reduce all cooldowns equally so you effectively get the same amount of reduction across all abilities as you would without RNG, or the more effective solution in my opinion:

Make it an imbue item. Most frontliners have only one ability dedicated to sustain (Bashdown for billy, Bloodletting for Shiv, Siphon Life for abrams, etc.) So having it reduce the cooldown of an ability of the player's choice not only removes the RNG issue, but allows the proc to reduce the cooldown that actually matters for sustain.

- Lucky Shot: Make it increase ALL the damage from a bullet

Like I said before, high fire rates can make Lucky Shot's RNG negligible, so that's not the problem I have with it. The problem I actually have is what you're getting from that RNG proc: a simple weapon damage multiplier. Compared to other Tier 4 gun items, this has the lowest functionality compared to all of them due being countered with metal skin and plated armor, but I thought of a potential fix that could keep the item's simplicity while making it fit into more builds: reduce the weapon damage multiplier, but make it increase the SPIRIT damage proced on bullets from hero abilites and items as well. What you're getting is still effectively a flat damage increase, but one that will be way more effective into the late-game from m1 carries that like to build spirit (also if it's changed to be like this, then it'll be core on Wraith, which would be VERY fitting with her gambler asthetic).

- Trophy Collector: Make it give permanent buffs

The addition of Golden Goose Egg has given me the theory that the devs are trying to give more scaling to supports throughout the game, despite the different roles they play compared to roles that will take more farm than them. Golden Goose Egg was an attempt to help scale supports that are not in prioritized to get golden statues and sinners sacrifices, so why not extend that idea to Trophy Collector? Add a bit more sprint speed to the base stats of the item, remove the sprint speed and exta health increases to each stack, and make the user get a permanent buff along with a stack that still increases ability range and souls per minute. That will make it the ultimate support scaling investment into the late-game.

- Viel Walker: Make it an escape tool or roaming tool

Viel Walker, in my opinion, is outshined by Warp Stone and Majestic Leap in terms of escape potential and roaming respectively. The easy answer to make the item more worthwhile is to add more viels to the map, but that's not very plausible without shaking up the entire meta. Here are some ideas to make the item more enticing:

Make it increase base movement speed so going throught viels is just a bonus for roaming, or

Remove the detection range but cancel the effect when you attack. this could make it an effective escape tool as being near a viel will almost an escape due to being undetectible for a few seconds.

- Infuser: Reduce cooldowns for abilites

Compared to it's cousin, Vampiric Burst, Infuser just dosen't feel as spectacular to buy due to it not giving anything exclusive like bonus ammo for Vamp Burst. Maybe either reducing the cooldowns for abilites or giving flat cooldown reduction for it's duration will give it the same appeal s Vamp Burst.

- Decay: Deal damage based on max health

Compared to other anti-heal sources, Decay falls flat due to Healbane's value and toxic bullets' max health damage and gun investment, so why not make Decay the toxic bullets for spirit investment. A point-and-click spirit DOT based on max health that can proc something supports would actually like to buy while fixing the problem of only shiv buying it.

- Magic Capet: Make the flight controls better

I honestly don't care if this item never gets meta, the main problem I have with this is the awkward controls. Making it fly similar to Ivy and Vindica's flying abilities instead of looking where to go would overall increase this item's fun factor.

Thanks for listening to my ideas for potenial reworks for items. If you're wondering why I didn't put in my two cents for Split Shoot and Shadow Weave, It's because, as the tier list stated, I almost completely unfamiliar with those items and would'nt have any thoughts of a potential rework for them even if I tried. Have a good day and you are Loved. <3
 
Recently, I made a tier list ofhow fun each item in deadlock is to buy and use , as so:View attachment 100837
And it got me thinking, what would the items in the "Needs Rework/Buff" need for me to willingly buy them, even if just for the stats? Well I've come up with some ideas and will be given my reasoning for each.

- Escalating Resillience: Take damage, don't do it

One of the few gun-related items designed for frontliners, but it's really only used on those that happen to have high fire rates, like billy and Victor. I propose the bullet resist increases as the holder TAKES damage from bullets, not when they deal it. This would open up the item to other frontliners that don't have as much fire rate. Maybe make it show stacks and give it sound effects for like berserk to increase it's general appeal while you're at it.

- Witchmail: REMOVE THE RNG:

The biggest thing the decentivizes witchmail from being picked from casuals to pros alike is the randomness that you need to rely on when you buy it. Unlike other RNG items like tesla bullets/capacitor and lucky shot(I'll get to that one soon enought), where the RNG is almost negligible because it's intended for fast fire-rates, you need to pray that Wtichmail refreshes the cooldown you want to stay alive in late-game teamfights. It's easily the biggest dice roll of an item you can buy purely by it's functionality alone.That being said, I've come up with two possible reworks to remove RNJesus:

Have it reduce all cooldowns equally so you effectively get the same amount of reduction across all abilities as you would without RNG, or the more effective solution in my opinion:

Make it an imbue item. Most frontliners have only one ability dedicated to sustain (Bashdown for billy, Bloodletting for Shiv, Siphon Life for abrams, etc.) So having it reduce the cooldown of an ability of the player's choice not only removes the RNG issue, but allows the proc to reduce the cooldown that actually matters for sustain.

- Lucky Shot: Make it increase ALL the damage from a bullet

Like I said before, high fire rates can make Lucky Shot's RNG negligible, so that's not the problem I have with it. The problem I actually have is what you're getting from that RNG proc: a simple weapon damage multiplier. Compared to other Tier 4 gun items, this has the lowest functionality compared to all of them due being countered with metal skin and plated armor, but I thought of a potential fix that could keep the item's simplicity while making it fit into more builds: reduce the weapon damage multiplier, but make it increase the SPIRIT damage proced on bullets from hero abilites and items as well. What you're getting is still effectively a flat damage increase, but one that will be way more effective into the late-game from m1 carries that like to build spirit (also if it's changed to be like this, then it'll be core on Wraith, which would be VERY fitting with her gambler asthetic).

- Trophy Collector: Make it give permanent buffs

The addition of Golden Goose Egg has given me the theory that the devs are trying to give more scaling to supports throughout the game, despite the different roles they play compared to roles that will take more farm than them. Golden Goose Egg was an attempt to help scale supports that are not in prioritized to get golden statues and sinners sacrifices, so why not extend that idea to Trophy Collector? Add a bit more sprint speed to the base stats of the item, remove the sprint speed and exta health increases to each stack, and make the user get a permanent buff along with a stack that still increases ability range and souls per minute. That will make it the ultimate support scaling investment into the late-game.

- Viel Walker: Make it an escape tool or roaming tool

Viel Walker, in my opinion, is outshined by Warp Stone and Majestic Leap in terms of escape potential and roaming respectively. The easy answer to make the item more worthwhile is to add more viels to the map, but that's not very plausible without shaking up the entire meta. Here are some ideas to make the item more enticing:

Make it increase base movement speed so going throught viels is just a bonus for roaming, or

Remove the detection range but cancel the effect when you attack. this could make it an effective escape tool as being near a viel will almost an escape due to being undetectible for a few seconds.

- Infuser: Reduce cooldowns for abilites

Compared to it's cousin, Vampiric Burst, Infuser just dosen't feel as spectacular to buy due to it not giving anything exclusive like bonus ammo for Vamp Burst. Maybe either reducing the cooldowns for abilites or giving flat cooldown reduction for it's duration will give it the same appeal s Vamp Burst.

- Decay: Deal damage based on max health

Compared to other anti-heal sources, Decay falls flat due to Healbane's value and toxic bullets' max health damage and gun investment, so why not make Decay the toxic bullets for spirit investment. A point-and-click spirit DOT based on max health that can proc something supports would actually like to buy while fixing the problem of only shiv buying it.

- Magic Capet: Make the flight controls better

I honestly don't care if this item never gets meta, the main problem I have with this is the awkward controls. Making it fly similar to Ivy and Vindica's flying abilities instead of looking where to go would overall increase this item's fun factor.

Thanks for listening to my ideas for potenial reworks for items. If you're wondering why I didn't put in my two cents for Split Shoot and Shadow Weave, It's because, as the tier list stated, I almost completely unfamiliar with those items and would'nt have any thoughts of a potential rework for them even if I tried. Have a good day and you are Loved. <3
This should be posted privately. There is a reason why some forums are private/public. Under general gameplay. Don't let this go to waste!
 
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