ganon4688
New member
Recently tinkering with Shiv, I've come to an understanding when actually building items, a player really gets more incentivized to play around with a mechanic and try to optimize it. That being said, I still think we could make a more technical or SAUCE-FILLED mechanic that sets Deadlock apart even more.
Reverse Beat (T2)
13% Melee Attack Speed
+12 Bonus Spirit
Passive: Heavy melee and other melee modifiers (such as Bebop's DP) can be cancelled into each other for a smaller pushback at the cost of slightly less damage. The same unique melee attack cannot be cancelled into each other twice.
Clash Frame (T2)
Passive: Meleeing during an enemy's active melee frames stops the player from taking damage, and allows for immediate cancellation into another melee attack
Fatal Counter (T1)
Passive: Successfully meleeing your enemy during a heavy melee charge stuns for 0.5 seconds and pushes them back slightly.
Barrier Block T3
-0.2 sec Parry length
Passive: Tie your parry to one of your ability cooldowns; your parry is now air safe and can parry sources of damage other than melee with tighter timing. Successfully utilizing barrier block will not place that ability on cooldown. (10 sec cd on usage or failure)
Caliburst (T3)
Passive: Parry and self-dispel when reaching 20% of HP. 90 second CD
Counter Assault (T1)
135 Bonus HP
Consume 25% of stamina to melee during a stun, pushing away the enemy while dealing zero damage, 7 second cooldown
Crush Trigger (T1)
6% Heavy melee damage
Passive: 15% stamina cost; Add extra duration to your melee charge; after the 1.75 (4 sec max charge time) second threshold, a successful attack while disable the enemy's ability to parry for 2 seconds. Parry disable length increases by 0.25 for every 0.75 second charge time.
ok im too hungry to think about good stats sorry
Reverse Beat (T2)
13% Melee Attack Speed
+12 Bonus Spirit
Passive: Heavy melee and other melee modifiers (such as Bebop's DP) can be cancelled into each other for a smaller pushback at the cost of slightly less damage. The same unique melee attack cannot be cancelled into each other twice.
Clash Frame (T2)
Passive: Meleeing during an enemy's active melee frames stops the player from taking damage, and allows for immediate cancellation into another melee attack
Fatal Counter (T1)
Passive: Successfully meleeing your enemy during a heavy melee charge stuns for 0.5 seconds and pushes them back slightly.
Barrier Block T3
-0.2 sec Parry length
Passive: Tie your parry to one of your ability cooldowns; your parry is now air safe and can parry sources of damage other than melee with tighter timing. Successfully utilizing barrier block will not place that ability on cooldown. (10 sec cd on usage or failure)
Caliburst (T3)
Passive: Parry and self-dispel when reaching 20% of HP. 90 second CD
Counter Assault (T1)
135 Bonus HP
Consume 25% of stamina to melee during a stun, pushing away the enemy while dealing zero damage, 7 second cooldown
Crush Trigger (T1)
6% Heavy melee damage
Passive: 15% stamina cost; Add extra duration to your melee charge; after the 1.75 (4 sec max charge time) second threshold, a successful attack while disable the enemy's ability to parry for 2 seconds. Parry disable length increases by 0.25 for every 0.75 second charge time.
ok im too hungry to think about good stats sorry