T2 Vitality: Falling Star [Active]

Stark Trist

Member
Considering how vital a role ziplines have on Deadlock's gameplay I am surprised there are no direct gameplay items for this mechanic. I feel like adding a few items for ziplines that are also generally applicable to the game would be fun.

Gameplay gameplay space to consider:
- Zipline Ownership/Control
- Zipline Mount, Dismount, and Ride (Movement/Stationary)
- Zipline Knockdown effect(s)


Falling Star is meant to grant some utility while in lane, pushing a wave or retreating.
Falling Star V9.png

Notes:

- Falling Star's reduced zipline boost is meant to reduce its gank potential to near a dash's speed. In addition to the clear visibility while on the line this should largely make it useful for escape purposes and less valuable for an attacker.

Dash Speed: 16 m/s
Reduced Zipline Speed: 21 * 0.75 -> 15.75 m/s

- Falling Star will be great for jungle creeps as it grants a fair bit of damage and some protection to make defeating camps easier and faster. This is probably an upgrade from cold front as a pure farming item.

- Falling Star will let you escape far more easily from attacking the enemy base so long as there are no enemy heroes nearby.

- Falling Star could be used to push lanes. After riding the line you get protection from getting knocked off and then upon landing you get a barrier to soak up any damage from enemy heroes. If the enemy wave is large, this barrier will be strong making it scale as the game goes on and also a boon when defending a lane.

- Falling Star requires that you be at least 10m up in the air to activate.
 
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