Reworking the 6 new items

nathanieljbrill

Active member
For people unaware of the 6 new items someone prepared them and made a reddit post seen here: https://www.reddit.com/r/DeadlockTheGame/s/e8vThxQ1IU

I think these items can be improved (with one exception).

Hex-Sealed Knuckles-1741388379.png
I think this is better than the current Hex sealed Knuckles because the current version doesn't really affect your gameplay, it just adds way more damage. This above version does slightly less damage total, which I think is appropriate, but also is about diverting a small amount of spirit damage into a large amount of burst punch damage. It is flavorful and affects how you fight.

Lighting-Scroll-1741387428.png
I think this version of Lighting Scroll is a lot better because the previous version really takes away from the interactivity of most gameplay when someone Ults. It just forces them to stay where they're at. This version has a chase effect like when Seven puts his stun on you so you have a chance to get away, and they can still have a place for planning for you to not get away. The stun was increased and a movement speed provided to make up for it being definitely weaker (but appropriately so). This also removes the need for a cooldown for things such as vindicta ult.
Patron-s Healing-1741387084.png
The original patrons healing has 2 Regen, so it just dwarfs extra Regen in ultimate survivability.also it is an item purely used when on the back foot. This version of the item says "you just got a boon, go in", which is a lot more interesting and still provides a reasonable survivability factor.
RDT_20250307_141601521271742389279381.png
No changes but I don't understand what the 15% spirit resist there means. Good item.

Soul-Explosion-1741386805.png
The original version of Soul Explosion can create teamwipe situations, but isn't very useful in fights where you don't teamwipe. This allows you to apply the explosion damage somewhere else, in exchange for a bit of the hero explosion multiplier.Spirit-Burn-1741389257.png
Replace escalating exposure with Spirit Burn. They do the same thing, except Spirit burn applies the increased spirit damage for spirit damage in a more interesting way that has at least some effect after they take cover, making it easier to get value out of, making it easier to balance. Escalating exposure isn't particularly good right now, but it doesn't necessarily need fixing, it could be reworked into Spirit Burn.

I think I have improved the 5 items I made changed to and hope this gets attention.
 

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Frick lol

What do you think of the mechanic changes though?
Feels like a better version of Mystic Shot, imo. I think it's primarily supposed to be designed as a farming tool (since it's not often heroes are super close to eachother, but 4m isn't an uncommon distance for creeps) and this change doesn't really jive very well with that, particularly because lots of heroes with high fire rate might accidentally trigger the shot that you might want to save instantly just because fire rate.

As for the others, I think Spirit burn intentionally isn't very strong by itself because it pairs very well with items like Toxic Bullets and Tesla Rounds. It takes those items from the level of "nuisance" and gives them teeth. I don't think it needs the boosted value of combining with Mystic Vulnerability, especially since you'll want to get Escalating with Soul burn as it is and making them exclusive to each other brings the value of Soul Burn down a lot.

The change to Lightning Scroll makes sense, but also doesn't prevent Vindicta from abusing the shit out of it. It needs a CD, something like 6-10s, so that later heroes can have short CD ults too and don't get too much from it.

I haven't seen the original Hex-fueled Knuckles, but the idea is solid.
 
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Feels like a better version of Mystic Shot, imo. I think it's primarily supposed to be designed as a farming tool (since it's not often heroes are super close to eachother, but 4m isn't an uncommon distance for creeps) and this change doesn't really jive very well with that, particularly because lots of heroes with high fire rate might accidentally trigger the shot that you might want to save instantly just because fire rate.
I imagined it procing on hit, which I see now was not made clear. But it does keep its farming toolset with that functionality.

Do you think it's an improvement with that clarified? And what about the other items?
 
I imagined it procing on hit, which I see now was not made clear. But it does keep its farming toolset with that functionality.

Do you think it's an improvement with that clarified? And what about the other items?
I edited with more details on the other items :D
 
Feels like a better version of Mystic Shot, imo. I think it's primarily supposed to be designed as a farming tool (since it's not often heroes are super close to eachother, but 4m isn't an uncommon distance for creeps) and this change doesn't really jive very well with that, particularly because lots of heroes with high fire rate might accidentally trigger the shot that you might want to save instantly just because fire rate.

As for the others, I think Spirit burn intentionally isn't very strong by itself because it pairs very well with items like Toxic Bullets and Tesla Rounds. It takes those items from the level of "nuisance" and gives them teeth. I don't think it needs the boosted value of combining with Mystic Vulnerability, especially since you'll want to get Escalating with Soul burn as it is and making them exclusive to each other brings the value of Soul Burn down a lot.

The change to Lightning Scroll makes sense, but also doesn't prevent Vindicta from abusing the shit out of it. It needs a CD, something like 6-10s, so that later heroes can have short CD ults too and don't get too much from it.

I haven't seen the original Hex-fueled Knuckles, but the idea is solid.
Think Spirit burn is ridiculously strong for the majority of the cast, and doesn't need things like Tesla bullets to work, but that is one way to apply it. Every 0.7 seconds add over 100 spirit damage if you do any spirit damage? This item adds insane damage very easily. But I don't think the damage should be nerfed, I think it should just be made appriate by combining it with mystic vulnerability, as it does the same thing as escalating exposure but better.

Sure, it could still have a cooldown. I think it's an improvement either way though.

(And for the record I wouldn't add some of these to the game at all, but assuming they are going into the game, I wanted to propose improvements).
 
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