Silver Bullets

zappy9

New member
Silver Bullets
Upgraded from Monster Rounds

1250 Weapon Item - Active

PASSIVE:
+26% Weapon Damage vs. NPCs
+25% Bullet Resist vs. NPCs
+25% Spirit Resist vs. NPCs
+100 Bonus Health
+1 Health Regen

ACTIVE: 25s CD
Your bullets gain Bonus Damage vs. Shields and a Bullet Resistance debuff.

Bullets deal +100% damage vs Bullet Shields and apply a 5% reduction to Bullet Resistance debuff (doubled to 10% against NPCs) that lasts for 2 seconds.
5s Duration

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Brief Summary of Intention

We're really at a loss for activated items in the 500 - 1250 Weapon Range and I believe could exist some tempting options for non-weapon heavy characters as well. An upgrade to Monster Rounds with a relatively niche active sounds strange - but the intended purpose here is an item that keeps more support or spirit-heavy characters incentivized to shoot at bulky targets (otherwise something that may feel largely pointless) by applying a solid debuff and just helping to chew through shields and armor.

The item's passive stats were also bumped up a bit to match other items in the 1250 range, particularly in the Bonus Health category, while also introducing a 25% spirit resist mitigation that would help these characters be more aggressive or incentivized to attack / tank Walkers and Mid Boss. The stats are designed to seem largely unhelpful for heroes that like to build Weapon items to scale their damage, with the exception of a niche counterpick against certain shield-heavy builds.
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I think there's a lot of concern rn about the value of Monster rounds, specifically because it's so strong a pick early game (If you get MR and the enemy laners don't, you pretty much get full control of the wave.)

That said, I'm not 100% against this upgrade itself. Personally, if I were to give something an upgrade to Monster rounds, it would be to add bonus Bullet Lifesteal against NPCs. This makes it easier to hit the jungle, but doesn't directly benefit fights all that much.

That said, I do like the bonus Spirit resist vs. NPCs. Walkers can really shred people and it would be nice to be a bit tankier to them. At the same time, I do sometimes feel that Walkers are too squishy and could afford either some regeneration up to 50% of their HP, or something to help prevent them from just getting pushed over quickly.
 
I think there's a lot of concern rn about the value of Monster rounds, specifically because it's so strong a pick early game (If you get MR and the enemy laners don't, you pretty much get full control of the wave.)

That said, I'm not 100% against this upgrade itself. Personally, if I were to give something an upgrade to Monster rounds, it would be to add bonus Bullet Lifesteal against NPCs. This makes it easier to hit the jungle, but doesn't directly benefit fights all that much.

That said, I do like the bonus Spirit resist vs. NPCs. Walkers can really shred people and it would be nice to be a bit tankier to them. At the same time, I do sometimes feel that Walkers are too squishy and could afford either some regeneration up to 50% of their HP, or something to help prevent them from just getting pushed over quickly.
There are several ways to make walkers more difficult to take.

1 - Minions are weaker or slower (takes longer for them to walk the lane) and always drop of the line at midway and not at the furthest part of the map.

2 - Walkers simply have more HP and protections

3 - You cant use abilities/passives on walkers (bullets only)

4 - Walkers/towers in general do significantly more damage and cant be parried, allowing them to both defend themselves and make tower dives hard. ( i dont know how many times ive fought 1vX under my tower for 2 mins while no one rotates because towers just dont do enough).

5 - Combination of these of smaller increments

6 - Likely other things im not even thinking of ( oh like increased range).
 
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