thekingbutten
New member
The idea behind this item is it provides (another) upgrade path for extra stamina (because there really isn't another item I can think of it being a viable upgrade for) with the idea being that instead of choosing more mobility and control with Stamina Mastery you can instead choose to boost your damage. This being tied to the Fast-Fall (or whatever the drop movement ability is called since I couldn't find a name for it anywhere) since as a movement option it is very under utilized, not being used very often.
The item is similar to Holliday's bounce pads which I only realized after the fact but the overall utility it provides to a variety of characters I think warrants its inclusion. Some examples are Viscous being able to power up the difficult to use ball dribble technique to make that a more viable strategy, Lash can use the cooldown as an additional lesser-slam which can be weaved in between his cooldowns and Pocket being able to use it as an additional engagement tool. The added spirit scaling encourages the item's use within spirit heavy builds, likely acting as an alternative for Cold Front which is often used in a similar way. This item in general would be good for lane clearing, with similar damage to Cold Front and the ziplines providing an easy way to setup for a stomp.There are some things to consider with this item such as it being another upgrade for Extra Stamina which currently has 3 existing options. Adding a 4th may be to excessive for one item and it might be better to just add the item as a standalone option with different stats focused on its unique identity. In which case I have presented a concept for an alternative item that doesn't exist as an upgrade. The core stats may be a bit weird and that's just because I'm not an expert at balancing and I'm trying my best. Speaking of, the core stats of the upgrade variant. Being an upgrade from Extra Stamina it inherits its stats however I have modified stamina recovery from 12% to 30%. This is 5% more than Stamina Mastery grants and the intention is while Stamina mastery will grant you +2 stamina this item will grant you more recovery so while you have a lesser pool of stamina to make use of the faster regen means you aren't left without any. Especially since fast-fall requires a stamina to use by itself. Again maybe not the best direction but idk.
The other problem and the one probably worth talking more about is how the fast-fall itself works. When used your character doesn't drop directly down, they retain some of their momentum as they travel. While this is largely a fine thing it does make using an item like this more difficult as it becomes harder to aim for direct hits. I'm actually completely fine with this as it adds complexity to the item and a new challenge for players to tackle which is why the direct impact radius is 2m. Its not a "direct hit" per say but the radius is on the smaller side requiring you to at least touch the other player while still being wide enough that you don't have to land on a moving target's head. In a network environment this could become very inconsistent especially when this part of the item is reliant on character hitboxes.


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