Mr.Mindish
Active member
In terms of mobility, T1 items are pretty limited. This is fine, but it would be nice to add an early item that grants verticality.

Inspired by the Crouching High Jump from Super Mario Bros. 2, Plumber's Boots are a T1 Vitality item that, while crouched, charge up a super jump (indicated by the player's model flashing).
Jumping while fully charged causes the user to jump 2.5x higher then they would with a regular jump.
Plumber's Boots can be used for:
--Sniping people across the lane with characters like Talon or Paradox by jumping higher then the bridge between lanes (without requiring a Wall Jump or spending stamina to do).
--Dodging Burst/Rush characters like Abrams or Lash by jumping above their attacks (this requires foresight from the user to charge the jump for, so it wouldn't be unfair for Abrams/Lash to fight against).
--Escaping enemies by jumping high enough to reach areas other players cannot access without spending stamina or wasting time doing a wall-jump to heavy-punch maneuver.
It's not useless compared to Extra Stamina, since being able to jump high without requiring the use of stamina or a wall to jump off of is a strong upside. Similarily, it doesn't make Extra Stamina redundant, since it doesn't improve horizontal mobility and requires charging to jump high.
I gave the item Bullet Resist since crouching would leave the user more vulnerable to bullet damage, and spirit power so it has more synergy with launching projectiles while at a vantage point.
-I'm not sure if sliding should charge up the Super Jump, but I don't think it should.
-Slowing Hex silences the passive.
-Releasing crouch without jumping or jumping before the charge is ready would cancel the Super Jump.
-Since the passive limits the user's mobility, I didn't think it needed a cooldown.
If it did have one, it would likely by something short (5 seconds).
-Super Jumps don't consume stamina.

Inspired by the Crouching High Jump from Super Mario Bros. 2, Plumber's Boots are a T1 Vitality item that, while crouched, charge up a super jump (indicated by the player's model flashing).
Jumping while fully charged causes the user to jump 2.5x higher then they would with a regular jump.
Plumber's Boots can be used for:
--Sniping people across the lane with characters like Talon or Paradox by jumping higher then the bridge between lanes (without requiring a Wall Jump or spending stamina to do).
--Dodging Burst/Rush characters like Abrams or Lash by jumping above their attacks (this requires foresight from the user to charge the jump for, so it wouldn't be unfair for Abrams/Lash to fight against).
--Escaping enemies by jumping high enough to reach areas other players cannot access without spending stamina or wasting time doing a wall-jump to heavy-punch maneuver.
It's not useless compared to Extra Stamina, since being able to jump high without requiring the use of stamina or a wall to jump off of is a strong upside. Similarily, it doesn't make Extra Stamina redundant, since it doesn't improve horizontal mobility and requires charging to jump high.
I gave the item Bullet Resist since crouching would leave the user more vulnerable to bullet damage, and spirit power so it has more synergy with launching projectiles while at a vantage point.
-I'm not sure if sliding should charge up the Super Jump, but I don't think it should.
-Slowing Hex silences the passive.
-Releasing crouch without jumping or jumping before the charge is ready would cancel the Super Jump.
-Since the passive limits the user's mobility, I didn't think it needed a cooldown.

If it did have one, it would likely by something short (5 seconds).
-Super Jumps don't consume stamina.