Abandoned
Active member
This is going to be a weird one to explain, but let me try. Pocket is essentially Venomancer combined with Puck from Dota 2 - making him an extremely synergetic hero. More so than either of the inspirations.
Unfortunately - kits (i.e. different abilities) being too synergetic can make characters very one-note. This is a prominent problem in League of Legends for example. It basically means that every ability follows from another in the same sequence - every single time. Pocket definitely has some options, but to me he's too one-note, and as a result I quite dislike his design. There are a few other heroes where I think this might be a problem, but Pocket is the worst offender.
I feel like optimally playing Pocket comes down to one, very straightforward combo: using Majestic Dive to engage, using Affliction on enemies, launching a coat, then waiting in the suitcase until the coat is at a suitable distance to launch Barrage from. This is a devastating combination of course - but it feels like this requires too many abilities - and the abilities are too "designed" around functioning in tandem, rather than shining on their own.
Similar to Puck, Pocket has little interest in building much in the way of defenses as he innately has a way to protect himself. Unfortunately this protection is again based on two abilities in tandem. Using coat offensively can be your demise very quickly in a dive-heavy game like Deadlock - and I have played against skilled opponents that immediately capitalize on the window of me having essentially no real escape. This is totally fine if it wasn't for the fact that this further limits Pocket's options playstyle wise.
He feels too reliant on doing the same two things over and over again every game. I have no immediate solution for this problem.
Unfortunately - kits (i.e. different abilities) being too synergetic can make characters very one-note. This is a prominent problem in League of Legends for example. It basically means that every ability follows from another in the same sequence - every single time. Pocket definitely has some options, but to me he's too one-note, and as a result I quite dislike his design. There are a few other heroes where I think this might be a problem, but Pocket is the worst offender.
I feel like optimally playing Pocket comes down to one, very straightforward combo: using Majestic Dive to engage, using Affliction on enemies, launching a coat, then waiting in the suitcase until the coat is at a suitable distance to launch Barrage from. This is a devastating combination of course - but it feels like this requires too many abilities - and the abilities are too "designed" around functioning in tandem, rather than shining on their own.
Similar to Puck, Pocket has little interest in building much in the way of defenses as he innately has a way to protect himself. Unfortunately this protection is again based on two abilities in tandem. Using coat offensively can be your demise very quickly in a dive-heavy game like Deadlock - and I have played against skilled opponents that immediately capitalize on the window of me having essentially no real escape. This is totally fine if it wasn't for the fact that this further limits Pocket's options playstyle wise.
He feels too reliant on doing the same two things over and over again every game. I have no immediate solution for this problem.