T2 and T4 spirit items - Lucky Charm and Divine Luck

AlmightyChaos

Active member
Here I have two items, from T2 Item 'Lucky Charm', to the upgraded T4 version, 'Divine Luck'.

A luck-based item made for spirit builders out there. I remember seeing Ogre Magi's ult from Dota and how it worked, and thought, maybe, just maybe, this would work well in this game, but in somewhat different way.




T2: Lucky Charm(Upgrades into Divine Luck)
Lucky Charm.png







T4: Divine Luck(Upgraded from Lucky Charm)
Divine Luck.png









Been suffering from creative burnouts lately, so this is all I had in mind for these two items.
 

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    Lucky Charm.png
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  • Divine Luck.png
    Divine Luck.png
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Here I have two items, from T2 Item 'Lucky Charm', to the upgraded T4 version, 'Divine Luck'.

A luck-based item made for spirit builders out there. I remember seeing Ogre Magi's ult from Dota and how it worked, and thought, maybe, just maybe, this would work well in this game, but in somewhat different way.




T2: Lucky Charm(Upgrades into Divine Luck)
View attachment 81895







T4: Divine Luck(Upgraded from Lucky Charm)
View attachment 81896









Been suffering from creative burnouts lately, so this is all I had in mind for these two items.
Spirit crit.
Nice!
 
Horrible, horrible items. Luckily nothing like this will get ever added.
How about instead of double/triple damage, it's instead a lower multiplier? I'm thinking it would be useful for long out fights for spirit mages, spirit bruisers (especially) and especially characters that do a constant stream of magic damage.

Similar to Lucky Shot.
 
How about instead of double/triple damage, it's instead a lower multiplier? I'm thinking it would be useful for long out fights for spirit mages, spirit bruisers (especially) and especially characters that do a constant stream of magic damage.

Similar to Lucky Shot.
the reason lucky shot is allowed to exist is that guns deal lower damage but more consistently so the luck averages out

but if you give gt arrow chance to deal 3x damage it will basically give you a chance to insta win any fight.

imo even lucky shot shouldn't exist as it is now, it should instead be every 4th shot on an enemy hero crits as to not be random.

higher proc chance, but lower damage would be more balanced, but at that point why not just make flat 15% damage amp?
 
the reason lucky shot is allowed to exist is that guns deal lower damage but more consistently so the luck averages out

but if you give gt arrow chance to deal 3x damage it will basically give you a chance to insta win any fight.

imo even lucky shot shouldn't exist as it is now, it should instead be every 4th shot on an enemy hero crits as to not be random.

higher proc chance, but lower damage would be more balanced, but at that point why not just make flat 15% damage amp?
I did say lower multiplier. I agree than double and triple is going to be insane. Some games with RNG have a crit bucket system - where the less you crit, the more likely you are to crit, to the point that every x, 1 must crit at least. It is a way to make it on average x%, but also to ensure that eventually, you will get a crit absolutely. It also goes the other way, where if you are critting too much, the odds go down, and eventually you are forced to no longer crit (so, to drop a crit streak eventually). League of Legends has that, but I am unsure if Deadlock has the same thing.
 
I did say lower multiplier. I agree than double and triple is going to be insane. Some games with RNG have a crit bucket system - where the less you crit, the more likely you are to crit, to the point that every x, 1 must crit at least. It is a way to make it on average x%, but also to ensure that eventually, you will get a crit absolutely. It also goes the other way, where if you are critting too much, the odds go down, and eventually you are forced to no longer crit (so, to drop a crit streak eventually). League of Legends has that, but I am unsure if Deadlock has the same thing.
deadlock doesnt have such mechanism, but also you dont really need it. for example lucky shot could just proc on every 4th hit against a target, which I have just made a suggestion about.

 
deadlock doesnt have such mechanism, but also you dont really need it. for example lucky shot could just proc on every 4th hit against a target, which I have just made a suggestion about.

Interesting, I think that idea you suggested (every x shot) would work for bullets, but for spirit I think a "crit bucket" idea would be better, of course, adjusting the multiplier.

Loving this. We're making good discussions - hopefully Valve is inspired by such threads. Very good discussion!
 
Interesting, I think that idea you suggested (every x shot) would work for bullets, but for spirit I think a "crit bucket" idea would be better, of course, adjusting the multiplier.

Loving this. We're making good discussions - hopefully Valve is inspired by such threads. Very good discussion!
League has crit items for magic damage, but that crit is not tied to any luck or counters. An item called Shadow Flame causes magic damage to crit against enemies that are below 30% health for example. Similar system could be used in deadlocks case.
 
League has crit items for magic damage, but that crit is not tied to any luck or counters. An item called Shadow Flame causes magic damage to crit against enemies that are below 30% health for example. Similar system could be used in deadlocks case.
Oooo. There was an idea like this about low hp enemies being nuked harder. Except, it was about me suggesting missing health damage, being an upgrade of healbane, in the comment section. Like Fiddlestick's last proc on his Drain (Bountiful Harvest).

Read more down to see my comments on it.
A way to punish enemies who like to lower their health on purpose for bait plays, or to obtain more stats/abilities when lower health (feedback loop punishers).
 
There are currently bunch of items that give you bonus stats while low health, for example spirit resilience and frenzy both giving around 40% spirit resist when below a certain treshold. Since tankbuster was made to deal current health instead of max health damage, its really hard to play an assassin because low hp enemies often become super tanky. Having an item specifically for taking down low hp enemies would be welcome, either via bonus crit against low hp enemies or by dealing missing health damage.
 
There are currently bunch of items that give you bonus stats while low health, for example spirit resilience and frenzy both giving around 40% spirit resist when below a certain treshold. Since tankbuster was made to deal current health instead of max health damage, its really hard to play an assassin because low hp enemies often become super tanky. Having an item specifically for taking down low hp enemies would be welcome, either via bonus crit against low hp enemies or by dealing missing health damage.
Same could be said about spirit bruisers, and wanting to do quite a bit of damage, but over a duration - hence my interest in a crit bucket idea for spirit.

Think of a mo and krill, who wants to have a bit more damage with some tank, but the damage isn't cutting it - and opting into more tank/spirit would not be as viable.
 
Same could be said about spirit bruisers, and wanting to do quite a bit of damage, but over a duration - hence my interest in a crit bucket idea for spirit.

Think of a mo and krill, who wants to have a bit more damage with some tank, but the damage isn't cutting it - and opting into more tank/spirit would not be as viable.
i think escalating exposure tries to fill that niche for extended fights, but fails at it. I dont really find it satisfying on any hero.

This item is inspired by heart steal from league, its probably not quite what you had in mind, but kinda fills that niche. Also having items that scale with health would be interesting.

The actual values are probably off, but the core idea is there.

Satiating Bite.png

Also rift maker as a deadlock item.

Enduring Presence.png
 
V2.0
Reworked the bonus damage for both items, upped the proc chances slightly and added a 7% Heal based on damage dealt with the proc for Divine Luck.




Lucky Charm B.png




Divine Luck B.png
 

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  • Divine Luck B.png
    Divine Luck B.png
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i think escalating exposure tries to fill that niche for extended fights, but fails at it. I dont really find it satisfying on any hero.

This item is inspired by heart steal from league, its probably not quite what you had in mind, but kinda fills that niche. Also having items that scale with health would be interesting.

The actual values are probably off, but the core idea is there.

View attachment 82129

Also rift maker as a deadlock item.

View attachment 82141
Enduring Presence would not translate over nicely - think of Mo and Krill.
Satiating bite, however, does. Make it lose stacks similar to Siphon Bullets.
Escalating exposure works as a long term spirit shred item - but also as immediate spirit shred. I'm absolutely happy with it.
 
V2.0
Reworked the bonus damage for both items, upped the proc chances slightly and added a 7% Heal based on damage dealt with the proc for Divine Luck.




View attachment 82184




View attachment 82185
For first item, it would be better for that ability to do 25% more, with 25% chance, with a crit bucket, which would be on average 6.25% damage increase, potentially up to around 12.5%+ if you're lucky, or 3.125%- if unlucky in a given short fight.

Make that a tier 3 item, give a bit of health and % cooldown reduction.

For the second item, divine luck, it seems unnecessary and would give ways for spirit mages to outsustain healing cut - seems very unhealthy.
 
For first item, it would be better for that ability to do 25% more, with 25% chance, with a crit bucket, which would be on average 6.25% damage increase, potentially up to around 12.5%+ if you're lucky, or 3.125%- if unlucky in a given short fight.

Make that a tier 3 item, give a bit of health and % cooldown reduction.

For the second item, divine luck, it seems unnecessary and would give ways for spirit mages to outsustain healing cut - seems very unhealthy.

I don't know if I should move it to T3.. it's already T2 in the title of this thread. I mean, I probably would, but, I just don't know, man... very unsure of that.

As for the dmg bonus on Lucky Charm, I thought it'd be better to be lower at early stages, while the 50% dmg bonus on Divine Luck would be more of a late game thing.

You're right about the heal, though. I'll be sure to remove the heal from the Divine Luck. I could see how big of a problem it would be, especially when you have abilities that do alot of damage on their own when the effect procs.
 
I don't know if I should move it to T3.. it's already T2 in the title of this thread. I mean, I probably would, but, I just don't know, man... very unsure of that.

As for the dmg bonus on Lucky Charm, I thought it'd be better to be lower at early stages, while the 50% dmg bonus on Divine Luck would be more of a late game thing.

You're right about the heal, though. I'll be sure to remove the heal from the Divine Luck. I could see how big of a problem it would be, especially when you have abilities that do alot of damage on their own when the effect procs.
It seems like a spirit equv of berserker, except adjusted to make more sense mage wise.
T3 because of T2 it seems too powerful to rush, but also you can cram in stats to make it a very lucrative.

Also, don't worry about having to remake it - I'm merely suggesting what I think is balanced, you know? It is absolutely a step in the right direction.
 
V2.5

Reworked Lucky Charm into a T3 item and upped the dmg bonus and proc chance(slightly).

Added +60 Bonus Health and +4% Ability Cooldown Reduction to Lucky Charm and +100 Bonus Health and +6% Ability Cooldown Reduction to Divine Luck.

Healing from the previous iteration of Divine Luck has been removed.


Lucky Charm C.png





Divine Luck C.png
 

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    Lucky Charm C.png
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  • Divine Luck C.png
    Divine Luck C.png
    3.9 MB · Views: 0
I still dont think that item is good, balanced or not. Its conceptually a bad item. There shouldn't be any luck based mechanics in a competitive game like this.
 
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