Petition To Make Doors More Interactive

lgbrokhoff

Active member
I'm aware this is the wrong place to suggest direct changes to hero kits, but this particular thread is here to provide access to a petition.

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This petition is to add more interactivity to Doorman's kidnap playstyle, and doors in general. The proposed change is that upon closing, doors would linger for 5-10 seconds in a closed state on both ends. Either of the two connected doors could be heavy meleed once, which would reopen the doors for 5 seconds, before they shut themselves and dissappear normally. While doors linger, Doorman's cooldown would still progress, but in the event of using echo shard he would be unable to place a new door if a lingering door has been opened. If a lingering door has not been opened and he uses echo shard to place a new door, the lingering doors would instead disappear.

Here are some scenarios I could imagine occurring with this change.
Doorman carts an enemy into the walker through his door and closes it behind him. The enemy goes to melee the door to open it and escape but is parried. Thus, kidnap Doorman now requires more mindfulness to use.

Doorman accudentally closes a door on his ally while escaping. Either they successfully melee it and escape, or someone jumps in front of the door and parries the teammate as they're meleeing it. Thus, the enemy team has more than one way to take advantage if this change, and Doorman's allies can worry less about being abandoned.

Doorman is running from one or more enemies and runs throughba door, closing it behind himself. Doorman can melee the door himself to open it and parry an enemy attempting to melee it, the enemy might successfully melee it and secure the kill on Doorman, or Doorman might turn around and cart an enemy attempting to follow through the door. Thus, Doorman chases become more interactive and fun, and he can't as easily push walker with no punishment.

An enemy is being carted through a door to an objective. They magically manage to hit perfect timing while on the cart and melee the door as they pass through it and it closes, forcing it back open and securing their chance to escape. Thus, escaping a Doorman kidnap has a high skill counterplay.

Dispel magic can be used reliably even after passing through the door in order to avoid being pushed too far under the objective, and then even after the door is closed they can attempt to break through. The same can be said for counterspell. Thus Doorman has more reliable item based counterplay.

Doorman closes a door behind him, melees it himself, and peeks back into the abandoned area. Thus, this change serves not only as a nerf to Doorman, but provides interesting utility.
 
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