The Healing Pillar is a deployable item that creates a column at the targeted location. The column resembles a fragment of the McGuinness wall, roughly twice the width of a hero and 1.5 times the height. The pillar is quickly created and can only be placed on the ground. Upon formation, it acts similarly to the Viscous Puddle Punch ability, pushing away enemy heroes but dealing no damage. This ability can also be used for a "rocket jump" to enhance mobility or simply as a step to help the item's owner and other players reach higher ground.
The pillar lasts for 10 seconds and has 1,000 HP, which decreases every second at an increasing rate. Additionally, opponents can damage the pillar with basic attacks and spirit damage abilities. The pillar also heals allies within a small radius, restoring a percentage of their maximum HP. If only one hero is being healed, the healing amount is increased. However, if enemy heroes are nearby, the healing effect is nullified, and the heal rate decreases as the column's HP diminishes.
For example, if the pillar remains undamaged, it starts by healing 12% of a hero's maximum HP and decreases to 3% over time. During its duration, it can restore up to 60% of a single hero's maximum health, provided they are the only one being healed. If all six heroes are within range, each will restore 15% of their maximum HP. All numbers are approximate and require further detailed analysis.
You can use this pillar to shield yourself from certain abilities and ultimates, but you won’t be able to fully withstand something like the Seventh's ultimate, as the column will be destroyed by the damage.
I think this item should be placed in the green section and priced at 3000. Additionally, it could provide +125 health, which is a common stat for tier 3 items in the green category. Alternatively, it could offer +100 bullet shield and +100 spirit shield. Since the item's strength lies in its active component, I believe the additional stat boosts aren't as crucial.
The column should have a design reminiscent of Egyptian obelisks. Healing effects should be visually indicated by an aura or pulse around the column. When an enemy is within range, the healing effect and aura disappear. The column's remaining HP could be visually represented by the appearance of cracks on its surface, which increase as its HP decreases. This would clearly indicate the remaining health and potential healing to both the column's owner and enemies.
When I was already filling in the name field, I realized that a similar idea had been proposed a couple of weeks ago. However, that version didn't include healing or the possibility of destruction, and overall, I provided a more detailed description.
My other suggestions:
The pillar lasts for 10 seconds and has 1,000 HP, which decreases every second at an increasing rate. Additionally, opponents can damage the pillar with basic attacks and spirit damage abilities. The pillar also heals allies within a small radius, restoring a percentage of their maximum HP. If only one hero is being healed, the healing amount is increased. However, if enemy heroes are nearby, the healing effect is nullified, and the heal rate decreases as the column's HP diminishes.
For example, if the pillar remains undamaged, it starts by healing 12% of a hero's maximum HP and decreases to 3% over time. During its duration, it can restore up to 60% of a single hero's maximum health, provided they are the only one being healed. If all six heroes are within range, each will restore 15% of their maximum HP. All numbers are approximate and require further detailed analysis.
You can use this pillar to shield yourself from certain abilities and ultimates, but you won’t be able to fully withstand something like the Seventh's ultimate, as the column will be destroyed by the damage.
I think this item should be placed in the green section and priced at 3000. Additionally, it could provide +125 health, which is a common stat for tier 3 items in the green category. Alternatively, it could offer +100 bullet shield and +100 spirit shield. Since the item's strength lies in its active component, I believe the additional stat boosts aren't as crucial.
The column should have a design reminiscent of Egyptian obelisks. Healing effects should be visually indicated by an aura or pulse around the column. When an enemy is within range, the healing effect and aura disappear. The column's remaining HP could be visually represented by the appearance of cracks on its surface, which increase as its HP decreases. This would clearly indicate the remaining health and potential healing to both the column's owner and enemies.
When I was already filling in the name field, I realized that a similar idea had been proposed a couple of weeks ago. However, that version didn't include healing or the possibility of destruction, and overall, I provided a more detailed description.
My other suggestions:
Introduction.
Many players, myself included, would like to see more variety in weapons and types of primary attacks for characters. As a fan of Team Fortress 2, I greatly appreciate the developers' approach to creating weapons that are not only diverse but also "satisfying" to use. This was achieved by minimizing the amount of automatic hitscan weaponry.
In Deadlock, nearly all weapons are non-hitscan, but despite this, most weapons feel similar, likely due to the soul-harvesting mechanics. I enjoy the tactical situations it creates during the "laning" phase, but I wouldn’t want it...
Many players, myself included, would like to see more variety in weapons and types of primary attacks for characters. As a fan of Team Fortress 2, I greatly appreciate the developers' approach to creating weapons that are not only diverse but also "satisfying" to use. This was achieved by minimizing the amount of automatic hitscan weaponry.
In Deadlock, nearly all weapons are non-hitscan, but despite this, most weapons feel similar, likely due to the soul-harvesting mechanics. I enjoy the tactical situations it creates during the "laning" phase, but I wouldn’t want it...
- MJackie
- Replies: 0
- Forum: Community Item Ideas