T3 anti anti mobility item - Runaway Train

DGxO

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Theory: With Heros like Apollo and Celeste entering the ritual the ceiling for what defines a movement-based Hero as been raised significantly, and the game's still in closed beta (alpha?). But with today's latest balance patch "fixing" Slowing Hex not applying on Apollo's 1 this new shiny hero get's completely countered for a cheap 1600 soul item.

Now my conspiracy theory is that Valve knew what they were doing and intentionally designed Apollo's 1 so that Slowing Hex did not apply because even they knew that shutting off 3/4 of his abilities does not feel fun for the receiving player. So I daydreamed up a solution that gives a bit more agency to heros who want to use movement abilities while still allowing cheap items like Slowing Hex the chance to slow down their approach.

Runaway Train
3200 Souls
+75 HP
+7% Bullet Resist
+7% Spirit Resist
Passive: Imbue a non-ultimate ability with the force of an unstoppable object. When this ability is cast grant yourself Unstoppable for the duration of the ability's cast or 3 seconds, whichever comes first.
Cooldown: 60s
Upgrades to: Unstoppable

Game Logic: Like other "imbue" items like Quicksilver Reload the player can select one of their abilities to empower with this mini-unstoppable effect. Now when that ability is cast the player can ensure they will not be interrupted by items such as Slowing Hex or Vyper's bola. This gives more agency to players and while still allowing for counterplay. Only 1 ability is imbued, and the passive only activates after the ability has been cast so the player has to be proactive in engaging their defenses. Players can "parry" a Knockdown by casting their imbued ability just before the active... well activates, or start the fight with a guaranteed strike on their backline before the enemy can retaliate. The duration of this passive is important to note too. 3 seconds of Unstoppable for only 3200 souls sounds busted but remember the "whichever comes first" line. Most movement abilities don't have very long durations. For example:

Abrams 2 - 1.4s
Apollo 3 - 8s
Billy 2 - 0.51s
Calico 4 - 3s (but she's already untargetable during her ult)
Infernus 2 - 3s
Pocket 3 - 1.5-2s

Most of the other movement abilities are either so short they don't have a duration listed (like Silver 2) or are ultimates (Mina 4) or are very long (like GT or Vindicta 2). But that's why the wording is important, the passive will only last as long as the ability does, unless 3 seconds elapse in which case the passive ends immediately AND does not apply to ults. So if Vin imbues Runaway Train to her 2 she only gets a few seconds of uncontested flying before all anvils in the tri-state area get airdropped on her dome. And Apollo and Mina can't use this to have guaranteed ults in the early-mid game without some counterplay.

Anywho that's a lot of words, what do y'all think? Too many stats? Is it too cheap/expensive for what it offers? I chose 3 seconds of Unstoppable because even though this item is half the price of Unstoppable it offers slightly more than half the time duration, which keeps in line with the game's item design of cheaper items tending to have more "value" in terms of raw stats than more expensive one.

If you have any suggestions or reactions or would like to call me stupid and dumb and bad please don't do that
 
Someone has never played Calico having Slowing Hex shut down 3/4ths of her kit lol. Anyhow...

Incredibly unbalanced in its current form, and also somehow redundant with Dispel Magic/Counterspell for what you're wanting. Being completely unstoppable for multiple seconds on end makes is very difficult to counterplay since this sort of effect beats out ANY stun/curse/disable, but most movement abilities are very short and only really require activation in order to achieve their effects.

Characters with abilities that have cast times that don't stop them from doing other things also cause problems. Haze/Geist/Paradox for instance.

This isn't even to mention that because its imbued to an ability with a long cooldown, it has the simultaneous problem of not being on-demand, but also not being fully within your control. The situations when you have this item off cooldown, your ability off cooldown, the enemy using displacement/disables on you THAT MOMENT, and you not being to survive long enough to use that ability later anyhow are exceedingly few and far between.

And all of that is to mention that if this item doesn't purge statuses on use, it doesn't even solve the problem its intended to solve! If you have movement abilities silenced and your imbuement is active, you can't then use the ability in order to trigger it.

Long story short, just buy Dispel Magic dude.
 
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