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High Tech Items?


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Maybe its time to get some high tech items for this map. Not many of them I believe.

 

Random thoughts:

Suppressor item.

5% Increase in movespeed and lets you stay invisible on the map like shadow. But loses 10% damage. Add in some general stats.

 

Gatling Gun:

Increase in damage and attackspeed. Loses 5% movespeed. Each attack on the same target increases damage by 2%.

 

Scope:

Only for ranged heroes. Increases range with 2 units. And vision by 1 unit.

 

Missile Launcher.

Active item. Launches a missile against a selected target. Missile continues until target is hit, visible or not. Damage can be upgraded.

Level 1: 200 damage

Level 2: 400 damage

Level 3: 600 damage

 

Flash Gun:

Each 5 attack blinds an area where the projectile lands

 

Adaptable Armor Vest:

Reduces all incoming physical damage by 50. 20% spell resistance. Increases 1 armor each time being attacked, no limit. Lasts 5 seconds.

 

Behave Gun:

Gives +50 damage. 20% chance that each attack pushes or drags the target 3 units away from the source.

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Thinking of High Tech is more like todays kinda weapon or science fiction type of weapons. Anyway, more items would be welcome.

 

Was also thinking about if it would be a good idea to classify the heroes into other subcategories. Like Mechanical, predator, hunter, human, etc. which again would have its ranged of items that could only be used by that class/category. But thats another topic.

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Another thought that could be interesting could be items that served as multiple purpose. Like if a hero carried two items those would make the other item stronger. E.g. Item1 makes you regenerate at 5HP/s. If you get Item2 which like gives you 30 damage. Item2 will make Item1 regenrate 20HP/s, only because there is a "special" link between those 2 items. If you get Item3 which gives you 5 armor. That item will improve both Item1 and Item2 also. Like Item1 now does 30HP/s and Item2 does 60damage. Item1 will improve Item3 so you get 15armor. Could be endless type of items doing this.

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Another thought that could be interesting could be items that served as multiple purpose. Like if a hero carried two items those would make the other item stronger. E.g. Item1 makes you regenerate at 5HP/s. If you get Item2 which like gives you 30 damage. Item2 will make Item1 regenrate 20HP/s, only because there is a "special" link between those 2 items. If you get Item3 which gives you 5 armor. That item will improve both Item1 and Item2 also. Like Item1 now does 30HP/s and Item2 does 60damage. Item1 will improve Item3 so you get 15armor. Could be endless type of items doing this.

 

This is what you call in gameing world set items if you play mmos or old rpgs likes diablo, but its not a bad idea could make game play alot more fun with this aspec I play some other game like this that had that aspec in they still in alpha for the game an it was done really well mind you they have alot of balancing to do to the heros at the time doe to some that was far to strong at start an end there was other then that, the game was really cool fast paste combat like this but with alot better items.

 

Would like to see a item apond death you blow up dealing this amount of damage in an 10unit around you.

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Just some comments,

 

Maybe its time to get some high tech items for this map. Not many of them I believe.

 

Content > theme. Also grammar helps to get your ideas across. I don't understand your second sentence one bit, to put it bluntly.

 

Suppressor item.

5% Increase in movespeed and lets you stay invisible on the map like shadow. But loses 10% damage. Add in some general stats.

 

This is a passive item that gives stats and a situational passive that punishes players for warding as wards are placed under the pretense that you'll see incoming enemies on the minimap. It would also be useless on shadow despite him being exactly the kind of hero this item would be good on. :P

 

Gatling Gun:

Increase in damage and attackspeed. Loses 5% movespeed. Each attack on the same target increases damage by 2%.

 

2% damage is extremely tiny. Who would this be good on?

 

"Hey guys, I have an idea. Let's give the sustained damage class even more sustained damage!"

 

Scope:

Only for ranged heroes. Increases range with 2 units. And vision by 1 unit.

 

What about vorpal? Tassadar? Tassadar needs to be close or else his Q won't hit the target.

 

This would also be far too strong on heroes with already-long AA ranges like nova, I feel.

 

Missile Launcher.

Active item. Launches a missile against a selected target. Missile continues until target is hit, visible or not. Damage can be upgraded.

Level 1: 200 damage

Level 2: 400 damage

Level 3: 600 damage

 

I'm sorry, I just don't see how this is interesting in the slightest. The damage is hardly enough to warrant running away from it to make the "follows until it hits" thing meaningful. The build mechanic is unnecessary, we need to add more skill-based and positioning elements to the game and not more ways that support snowballing.

 

Take a traditional top lane matchup in LoL as an example. Bruiser 1 vs Bruiser 2.

 

-They fight

-Bruiser 1 gets a kill. Now Bruiser 1 buys an item that gives him 10 more damage.

-They fight again, going all-in and expending all of their steroids, gap closers, and easy-to-land skillshots. Bruiser 1 wins with a sliver of health. He buys another damage item.

-They fight once more, repeating the exact same series of moves. Bruiser 1 does more damage, and this time he wins by a larger margin.

-Repeat ad infinitum.

 

Flash Gun:

Each 5 attack blinds an area where the projectile lands

 

Being blinded is either extremely frustrating (as you lose a fight no matter what if you can't target your opponent) or completely worthless as you have a nearby ally anyway.

It only works on Shadow's ult because it can be countered with vision-granting skills (boundary scanner, rancor, old reconnaissance talent, etc.) and can't be stacked by a team. It is also built as part of shadow's kit and thus he sacrifices the possibility of having other, more reliable damage-reducing CC.

 

Adaptable Armor Vest:

Reduces all incoming physical damage by 50. 20% spell resistance. Increases 1 armor each time being attacked, no limit. Lasts 5 seconds.

 

Having limitless stacking means that you can sit in a creep wave and become immune to physical damage. A more limited variant of this item could be fine although 50 damage reduction is too much. Consider having it scale with levels.

 

Behave Gun:

Gives +50 damage. 20% chance that each attack pushes or drags the target 3 units away from the source.

 

...the hell?

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Having limitless stacking means that you can sit in a creep wave and become immune to physical damage. A more limited variant of this item could be fine although 50 damage reduction is too much. Consider having it scale with levels.

 

 

Akasha: flob YEAH

Drake: flob YEA

 

AA Hero: Aww, flob my life

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