New Items and Stat Suggestion.

santoroaline94

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Ability Velocity

Ability Velocity is a stat that decreases the time it takes for certain abilities to land — applying to both projectile and non-projectile abilities. It affects two main aspects: Projectile Speed and Activation Time.

1. Projectile Speed
Abilities that travel a certain distance are affected by this stat, causing them to move faster.
This makes projectiles easier to land and harder for enemies to dodge. For example Greytalon's Charged Shot (1).

2. Activation Time
Abilities with a cast or activation delay will activate faster based on Ability Velocity.

For example, Paige’s Captivating Read (3) normally takes about 1 second for the sword to land and hit enemies. With 25% Ability Velocity, this time is reduced to 0.75 seconds.
This effect also applies to abilities such as Yamato’s and Calico’s ultimates, as well as Lady Geist’s Life Drain (2) and Infernus’s Afterburn (3).

3. Damage and Healing Over Time Effects
For abilities that damage or heal over time, Ability Velocity increases the rate of effect application without changing the total amount of damage or healing.

For instance, Infernus’s Afterburn deals 100 total damage over 5 seconds (20 DPS). With 25% Ability Velocity, it would deal the same 100 damage over 3.75 seconds (26.6 DPS).
This also applies to abilities such as McGinnis’s Medicinal Specter (2) and Mina's Nox Nostra (4).
 
I think it, but some of those things have animations and not sure how this would affect those.

*EDIT* Plus, warden ult back to nearly instant, again, would suck. lol
 
I think this definitely would open a lot of doors to unique builds, although i think it might mess a lot with player habits and be frustrating. For example I'm imagining it would mess with counterspell usage since the timing of some attacks will suddenly be faster than normal. Imagine you want to counterspell that captivating read, and you just know the timing from experience, but suddenly it just goes off a quarter second earlier than you expected.
 
While I do think ability velocity is a cool idea that can be balanced, I don't think it can reach that balanced state being as accessible as a tier 1 item with an upgrade.

The last sentence in the markdown of both items is such a missed opportunity, too. I think lowered debuff times would actually be a brilliant way to balance out ability velocity items. Faster abilities at the expense of lowering your debuff durations would be a very interesting tradeoff.
 
I think it, but some of those things have animations and not sure how this would affect those.

*EDIT* Plus, warden ult back to nearly instant, again, would suck. lol
Channel time has actually been the only thing that wasn't touched on Last stand. Even the scaling buffs it got to compensate for base damage nerfs back in june have been nerfed down to lower than pre-mini rework levels.

EDIT: Also, we already have increased ability speed as a stat on Yamato ult. It would be trivial to speed up the animation of other abilities without breaking anything.
 
Good idea, but Ability Velocity should be a bunch of concrete stats, not the single compound one. It would be better to have these stats separated.

Projectile Velocity might be most wanted from these. But there's many different projectiles in the game, both of slow and fast. While increasing velocity would be either a little or big change, it mainly depends on initial velocity of projectile.

Activation Time is a bit complicated. There's many various things, that can be interpreted as delay. We have:
1) Pre-cast animations (Warden and Abrams ults) — gain benefit from animation speed up.
2) Activation delay (Bebop's 2, Paige's 3, Warden's 3) — controversial. For example, if Bebop's bomb will explode earlier, it's likely would damage only targeted enemy. The same situation with Billy's ult. Decreased delay gives less time to catch more enemies into it. Calico's ult can be also be in that category. All other abilities would become better from this change.
3) Interval delay (Pocket's 1, Paradox's 1, McGinnis's ult) — one question. If we decrease delay, should be ability duration also decrease? Whatever the answer is, the overall DPS will increase.
4) Charging abilities (Yamato's 1) — 100% benefits from decreasing charge time.

Over Time damage/healing is potentially OP in cases, when it's easy to prolong/re-apply effect, like Infernus's passive. For other things, it would be optional trade-off.

So, the items like these would be a great addition, but their integration to the game would be challenging because of the balance. I think there's should be two variations of items for such stats, imbued and overall, just like in cooldown/duration items. Projectile Velocity is the only stat, that is 100% of time will be useful.
 
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