The "Unstoppable" item is currently in a very awkward position and often ends up ruining a game due to the significant economic waste it causes.
The reasons are as follows:
1. In mid-to-low MMR brackets, many players treat "Unstoppable" as BKB from DOTA 2, often purchasing it as their first 6200-cost item. However, "Unstoppable" provides very low base stats, and since Deadlock has no mana restrictions, even with suppress to negative effects, players with insufficient skill levels often end up lacking both the necessary damage output and survivability in team fights, especially under the high spirit damage of the current meta. This leaves many new players with a poor gameplay experience in normal matches.
2. Among high-MMR players, "Unstoppable" becomes a poor mid-to-late game choice. From an offensive perspective, "Unstoppable" is intended to ensure the use of crowd control abilities or to provide a stable damage window. From a defensive standpoint, it's designed to prevent the core damage dealer from being targeted, controlled, or instantly killed by the enemy. However, this game is not a traditional MOBA. High-level players can reliably achieve a 50% body shot accuracy and deal significant spirit damage through focused fire. In terms of survivability during team fights, the 3000-cost "Metal Skin" and the 4250-cost "Improved Spirit Armor" offer far superior survivability compared to "Unstoppable" and can be purchased separately, effectively covering all team fights between the 10-40 minute mark. Offensively, quickly eliminating the enemy's core damage dealer is far more cost-effective than enduring a few seconds of negative-effect immunity. Many Weapon Items can achieve similar effects while providing significantly better stats.
Some suggestions for adjustment:
1. Change the 15% Bullet Resist to 10% Spirit Resist, and add an active effect that reduces Spirit damage (after mitigation) by 50%. Adjust the duration to 4-5 seconds. [This adjustment would make the item suitable as the 2nd to 4th 6200-cost item for core heroes or the 1st to 2nd 6200-cost item for heroes with control abilities, providing sufficient survivability without being overly powerful]
2. Make Debuff Reducer a component of Unstoppable and adjust its price to 3000. Allow Debuff Reducer to be used as a component to craft either Debuff Remover or Unstoppable. Update its stats to +125 Bonus Health and +5% Spirit Resist, +8% Weapon Damage, 30% Debuff Resist, modify the effect duration to approximately 3 seconds, and cooldown time to 75 seconds. [These adjustments would allow Unstoppable to be effective earlier in the game without excessive economic investment. Furthermore, it would benefit from the effects of Cooldown Items and Duration Items, providing the necessary scaling and enhancement in the late game.]
The reasons are as follows:
1. In mid-to-low MMR brackets, many players treat "Unstoppable" as BKB from DOTA 2, often purchasing it as their first 6200-cost item. However, "Unstoppable" provides very low base stats, and since Deadlock has no mana restrictions, even with suppress to negative effects, players with insufficient skill levels often end up lacking both the necessary damage output and survivability in team fights, especially under the high spirit damage of the current meta. This leaves many new players with a poor gameplay experience in normal matches.
2. Among high-MMR players, "Unstoppable" becomes a poor mid-to-late game choice. From an offensive perspective, "Unstoppable" is intended to ensure the use of crowd control abilities or to provide a stable damage window. From a defensive standpoint, it's designed to prevent the core damage dealer from being targeted, controlled, or instantly killed by the enemy. However, this game is not a traditional MOBA. High-level players can reliably achieve a 50% body shot accuracy and deal significant spirit damage through focused fire. In terms of survivability during team fights, the 3000-cost "Metal Skin" and the 4250-cost "Improved Spirit Armor" offer far superior survivability compared to "Unstoppable" and can be purchased separately, effectively covering all team fights between the 10-40 minute mark. Offensively, quickly eliminating the enemy's core damage dealer is far more cost-effective than enduring a few seconds of negative-effect immunity. Many Weapon Items can achieve similar effects while providing significantly better stats.
Some suggestions for adjustment:
1. Change the 15% Bullet Resist to 10% Spirit Resist, and add an active effect that reduces Spirit damage (after mitigation) by 50%. Adjust the duration to 4-5 seconds. [This adjustment would make the item suitable as the 2nd to 4th 6200-cost item for core heroes or the 1st to 2nd 6200-cost item for heroes with control abilities, providing sufficient survivability without being overly powerful]
2. Make Debuff Reducer a component of Unstoppable and adjust its price to 3000. Allow Debuff Reducer to be used as a component to craft either Debuff Remover or Unstoppable. Update its stats to +125 Bonus Health and +5% Spirit Resist, +8% Weapon Damage, 30% Debuff Resist, modify the effect duration to approximately 3 seconds, and cooldown time to 75 seconds. [These adjustments would allow Unstoppable to be effective earlier in the game without excessive economic investment. Furthermore, it would benefit from the effects of Cooldown Items and Duration Items, providing the necessary scaling and enhancement in the late game.]