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Dreadnaught Gear


Ironsights
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Based on previous discussions, it seemed to me that some of the better low tier items needed an endgame use. To that end, I give you the Dreadnaught Gear, three late game items that would give more value to some of the "required" mid game items, and one of the underused items to boot.

 

Dreadnaught Shield

Components: Chilling Artifact (2925) Lost Treasure (925)

Recipe cost: 1250

Total cost: 5100

 

Effects

+600 energy, 25% cool down reduction, 10 armor, 6 health regen

Unique: nearby enemies lose 45% weapon speed.

 

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Dreadnaught Plate

Components: Barbed Plating (2015) Electric Mantle (3150)

Recipe cost: 835

Total Cost: 6000

 

Effects

+40 Strength, 15% Cool Down Reduction, 25% Spell Resist, 12 Armor

Unique: Return 60% of incoming Physical Damage as Spell Damage. Every 8 seconds, the next opponent to hit you is stunned for 2 seconds.

 

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Dreadnaught Axe

Components: Executioners Axe (2400) Gravitron Booster (1050) Gravitron Booster (1050)

Recipe cost: 600

Total Cost: 5100

 

Effects

+40 Strength, +40 Agility, +40% Weapon Speed

Unique: Your attacks reduce healing on the target by 90% for 4 Seconds.

 

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I'm sure tweaking would be required for stats and prices adjusted to promote actualy balance, but I think the general concept/ideas are good.

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nearby enemies lose 45% weapon speed.

 

My question would be whether heroes just get (Lethal barbed...) 9238472834728934% Attack, which is then reduced by 45%, and then capped or If the speed is capped to 400% and then reduced, which would make this Item useful, otherwise It's pointless, besides the energy, the cooldown and the armor.

 

Other then that, I disagree with Heavy-anti-AA counters, as money is not important lategame and It's just about the space. You'd have 9 (6+3Added) Items while an AA has 6. Is that still fair?

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I like this because late game axe really doesnt give you crap for stats compared to the slot it takes up so it would be great if it built into something.

 

Would really like to see and Axe + barbed item in there though ;)

 

or an Axe + shrapnel

 

Pretty much something that doesn't make me waste 2-3 slots to counter AA and leech, It gets old fast

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I dont understand why you fuse barbed with e.mantle, this both items are very strong alone, or together, make them be one, to have another spot would be just retarded imo, its like if we fuse cont shard with pyre to have one item than amplify phisical damage and aslo eats a % of enemies hp per hit

 

to be honest, and no offense, what we need are new items with new uniques or actives, making 2 strong items one is bad if you ask me

 

PS: i would add that its not a waste to buy 2-3 items to counter AA and leech like akannas said, a agi carry is a agi carry, i hate them, but they HAVE to carry their team, so it would be retarded to counter them with 1 item, if you want to counter enemy carry, you deserve to loose 2-3 or even more slots to counter him.

 

seems bad for me that the hero who must win the game for the team, with the help of the team of course, can be reduced to shap with a new item who mixs barbed and axe or axe and sharpnel...

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PS: i would add that its not a waste to buy 2-3 items to counter AA and leech like akannas said, a agi carry is a agi carry, i hate them, but they HAVE to carry their team, so it would be retarded to counter them with 1 item, if you want to counter enemy carry, you deserve to loose 2-3 or even more slots to counter him.

 

But if you dont counter them you die horribly, its not exactly optional. Not countering "carrys" means they will end up getting constant doubles and triples off your team till there is no way back. And sacing 1/3+ of your build for counters every single game really handicaps anything else you want to do. Its really annoying, and I dont think it should be "necessary" by any means.

 

A t5/t6 item that combines 2 counters seems perfectly fair to me, since the cost makes it hard to get early on, and it wont cripple your build in the late game. Pretty much every hero is forced to get at least 1 "counter" item of some kind and its usually all to counter the same 1-2 heros on a team.

 

PS: they dont HAVE to carry anything, the team can pull its own weight ;)

Some of the most fun games ive had were when everyone didnt play traditional carrys, you get to see some crazy hybrid builds to fill in the "roles"

 

PPS: it would be nice to only need 1 slot so you can actually pull off more creative builds, 6 items is very limiting if you want a counter and some cool utility items you have to give up damage or health, so often you sac whatever cool items youd like to have for counters you are forced to get or loose the game.

 

Sometimes I wish we had 8 slots so it wouldn't be an issue, and id have something to do with that extra 5-20k in long games :)

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Small Phantom Impact Ravager of Shinobi Yamato's Soul. Someone has to make that.

 

Or a Gate of Babylon item, that lets me summon any effect i need :)

 

All joking aside though, yes some fusions of items could get absurd, but I do think there is merit to admitting that axe and barbed offer really poor stats in the late game vs the slot they take up, and it would be useful if they had an upgraded form

 

Also would be nice if durans actually built into something ;)

 

And on at totally unrelated note after making the fate zero joke, I actually would like to see more "toggle" items, like the boots that used to toggle stats for heros. Would be cool to toggle different actives or uniques and not just stats, but even stats would be cool. Adds layers of complexity and versatility to things

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DeadNaught Plate is fairly OP. Eletrical mantle itself is fairly op, just buffing it makes it even more op :P

 

Deadnaught axe is kinda over kill on healing. I think it shud be reduced to 80%, then axe reduced to 70% as it completely shuts down leech. Deadnaught axe is a great item imo and even a great starting item

 

I like dreadnaught shield.

 

Unlike everyone else saying its useless. It would be a great item to stack with chilling artifact and FoE. By then you can destroy 800% ATtack Speed.

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But if you dont counter them you die horribly, its not exactly optional. Not countering "carrys" means they will end up getting constant doubles and triples off your team till there is no way back. And sacing 1/3+ of your build for counters every single game really handicaps anything else you want to do. Its really annoying, and I dont think it should be "necessary" by any means.

 

A t5/t6 item that combines 2 counters seems perfectly fair to me, since the cost makes it hard to get early on, and it wont cripple your build in the late game. Pretty much every hero is forced to get at least 1 "counter" item of some kind and its usually all to counter the same 1-2 heros on a team.

 

PS: they dont HAVE to carry anything, the team can pull its own weight ;)

Some of the most fun games ive had were when everyone didnt play traditional carrys, you get to see some crazy hybrid builds to fill in the "roles"

 

PPS: it would be nice to only need 1 slot so you can actually pull off more creative builds, 6 items is very limiting if you want a counter and some cool utility items you have to give up damage or health, so often you sac whatever cool items youd like to have for counters you are forced to get or loose the game.

 

Sometimes I wish we had 8 slots so it wouldn't be an issue, and id have something to do with that extra 5-20k in long games :)

 

imo we shouldnt have 6 slots, i miss boots, i would prefer boots again and only 5 items, late game is insane here

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