Serrated Rounds (T? Weapon Item)

Rosgath

Active member
I've been thinking about what the kinds of items we have and what would be an interesting item to pick up and I came up with this item.

Serrated Rounds
Item Type: Weapon
Cost: (TBD)
Stats:

(TBD, needs to determine the cost first)

Passive: Targets hit by your bullets build up a bleeding effect, dealing Spirit damage over time. Targets take additional damage if they move faster, use stamina, or slide. Finally, while bleeding the target leaves a harmless but clearly visible trail behind them.

The idea behind this is to be a good item to help people chase, since it'll be hard to juke if you have the debuff on you giving you away and you take more damage as you try to spend stamina to run or slide down stairs or dash jump to try and get more speed. This makes it naturally more punishing against high speed and stamina heroes (such as Seven, Vyper, or Grey Talon) but can also really help to catch people who consistently seem to juke really well.
 
Needs a lot more work. There's already plenty of items that allow you to slow or catch people, and the only difference they have with your concept is that they have viable forms of counter play. By virtue of being a no cool down passive with a toxic bullets build up mechanic, this item would pretty much just boil down to punishing players who master the movement system. That's not good design. This item seems to have been born our of someone getting bested by some schmovement god.
I like it! Probably 1250 so it doesn't share space with toxic bullets which is also a build up dot effect.
There's no way that an item like this wouldn't be some sort of tier 4 at the latest (and even that is seeming pretty cheap).
 
Needs a lot more work. There's already plenty of items that allow you to slow or catch people, and the only difference they have with your concept is that they have viable forms of counter play. By virtue of being a no cool down passive with a toxic bullets build up mechanic, this item would pretty much just boil down to punishing players who master the movement system. That's not good design. This item seems to have been born our of someone getting bested by some schmovement god.
It's actually quite the opposite.

I have escaped from 3 and 4 players chasing me far more often than other players have escaped from me. I've watched a bunch of videos and practiced doing crazy things like escaping out of the top of the area above the secret shop or scaling different buildings and escaping via juke closets and whatnot (It's a lot of fun getting away by the skin of your teeth).

Honestly, this concept came about because I noticed someone make a note that Weapon items aren't really the spot to find the best items for counter building and I felt they had a valid point (Spirit and Vitality have FAR MORE items useful for counter building). Considering that, I wanted to find a niche of something that isn't well countered, but make an item that could fit well into a "best counter item". Chasing isn't super well supported right now, so I figured I'd make an item to support that.
 
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doing crazy things like escaping out of the top of the area above the secret shop or scaling different buildings and escaping via juke closets and whatnot.
And that's a good thing that should be encouraged, not countered by a single passive inhibitor clone with a toxic bullets buildup.
Honestly, this concept came about because I noticed someone make a note that Weapon items aren't really the spot to find the best items for counter building and I felt they had a valid point (Spirit and Vitality have FAR MORE items useful for counter building)
Fair enough. I've shared this sentiment multiple time on this very forum over numerous posts.
Considering that, I wanted to find a niche of something that isn't well countered, but make an item that could fit well into a "best counter item". Chasing isn't super well supported right now, so I figured I'd make an item to support that.
By supporting chasing (a concept that doesn't need much help mind you with the numerous CC and slow effects in this game), you've created a very easy and passive counter item that directly punishes people for engaging with the movement system that gave this game numerous accolades and praise and separates it from other games in the first place. Back to the drawing board.
 
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