Rosgath
Active member
I noticed that there's lots of different stats for Spirit builds on Weapon items, but one thing that is noticeably missing is Cooldown Reduction. I thought I'd work up an item to fill in that niche.

Simple and straightforward, it does some static Cooldown Reduction instead of giving a %CDR for a time. It also has a 12s cooldown to prevent heroes with ridiculously small magazines and reload times (ala Vyper) from taking too much advantage of it. 3 seconds is, of course, a number I think is negotiable but it should be a moderate amount.
I will note that the wording I used is intentional. It specifically says you must consume 100% of your ammo capacity. This might make you think it's supposed to trigger on reload, which it technically will do anyway in a lot of cases. There are cases where that's not the case. For instance, a hero who reloaded their gun with Melee Charge can still proc this even when they don't completely run out their ammo, though they'll still have to wait for the cooldown on the passive to start building to proc it again. It also means that shooting while sliding doesn't count either, since that doesn't actually consume bullets from your ammo reserve. I think those restrictions are enough that it can sit at 3s flat cooldown reduction, but that number would have to be iterated/worked on through playtesting.

Simple and straightforward, it does some static Cooldown Reduction instead of giving a %CDR for a time. It also has a 12s cooldown to prevent heroes with ridiculously small magazines and reload times (ala Vyper) from taking too much advantage of it. 3 seconds is, of course, a number I think is negotiable but it should be a moderate amount.
I will note that the wording I used is intentional. It specifically says you must consume 100% of your ammo capacity. This might make you think it's supposed to trigger on reload, which it technically will do anyway in a lot of cases. There are cases where that's not the case. For instance, a hero who reloaded their gun with Melee Charge can still proc this even when they don't completely run out their ammo, though they'll still have to wait for the cooldown on the passive to start building to proc it again. It also means that shooting while sliding doesn't count either, since that doesn't actually consume bullets from your ammo reserve. I think those restrictions are enough that it can sit at 3s flat cooldown reduction, but that number would have to be iterated/worked on through playtesting.