T3 Toggle Active that gives Bullet Evasion "Raindrop Step"

[#ffff00,__Deadlock Graphic Designer__].png[#ffff00,__Deadlock Graphic Designer__](1).png
+Ability CooldownSelf Silence
One of the downsides with playing against gun builds is that no matter what defensive items you buy, they can just keep shooting you until you die. What we need is an infinite duration defensive ability that can actually protect you from bullet procs. Kinda like just using cover, but as an item. The Toggle-able Active item type is a really cool concept, and could fit well with the Bullet Evasion stat.

Some downsides of the active could be Disarmed (you can't exactly shoot your gun if you are busy dodging bullets), Silenced (for the same reason), Cooldown Increase (as an alternative to Silence). I like the idea of it silencing you so that you have to toggle it on and off between your ability casts, leaving you vulnerable for brief windows, similar to if you were ducking out of cover. Also this item should cancel channeled abilities otherwise it would be stupid op on characters like Haze.

Additional/alternate downsides could be healing reduction, outgoing damage reduction, stamina drain, or a weapon accuracy penalty.

This item would be primarily for Tanks, Bruisers, and Burst builds, or as a counter item to a fed gun carry.


I also added Spirit Lifesteal as a component because this item kinda reminded me of Fury Trance, though it was originally based on Blood Tribute. But it doesn't necessarily need a component at all.
 
While I don't like gun builds and heroes , I don't see this concept as necessary - there's already plenty of options to mitigate gun damage , wether defensively for yourself (bullet resists , plated armor , metal skin) or offensively for your team (fire rate debuffs , disarm) so if you die to bullet damage from a single enemy after using them and failing to escape , it's on you. Spirit counters also typically are timing based. Let's not add items that shrink someone's damage to nothing with zero counterplay.
 
So, my thoughts on gun carries being able to shoot you until one of you dies: that's the point. Gun carries have to contend with buff uptime, accuracy, reloading and ammo management, etc. Feels like a strange item borne out of not fully understanding the downsides of gun vs spirit carries.

While I do feel like more nuanced gun defensive items should exist, this seems like a bad way of handling that. Fire Rate reduction (like with juggernaut) is a far nicer way of handling anti-gun carries, because it doesn't negate their player skill (accuracy) like Bullet Evasion does, it just lowers their weapon's stats, and forces gun carries to reconsider target selection.

It also generally feels like the item lacks cohesion. Why does it add +15 bonus health as a balancing stat if its not balanced yet? Why does it build out of spirit lifesteal?
 
Back
Top