Jump to content

Item change/new item ideas


Gehv
 Share

Recommended Posts

Here are some item changes/ terribly imbalanced (probably) item ideas i had. Just for fun.

 

just some ideas i had

Changes to current items:

 

instead of stuns:

Stun knife: next three attacks deal an extra 5% of weapon damage as spell damage and steal 2.5% of time from the target, stacking 3 times, with a refreshing 5 second duration.

 

timesplitter: activate, next three attacks deal an extra 10% weapon damage as spell damage and steal 5% time from the target, stackin 3 times, with a refreshing 5 second duration

 

barbed plating: return 35% of physical dmg recieved after mitigation as true dmg. attacks recieved from within a 3 unit range automatically return 20 spell damage to the attacker.

 

 

new items:

 

Lobotomizer: Every fourth attack stuns the target for .15 seconds, silences for .35 seconds, and randomly moves the target hero .3 units in a random direction, also changing the direction they are facing

 

Rubix dodecahedron: Increases timescale by 100% and spell damage by 10% during channelled abilities and ability use animations. 20% spell vamp, 5% for aoe spells.

 

Scourgecaller: Summons 2 scourge that will seek out the nearest 2 enemy heroes regardless of stealth etc, will explode doing 100% int spell damage, revealing the target for 5 seconds and slowing them 25% for 3 seconds. It also makes them feel really stupid.

 

Cauterpillar: built from soul engines; gains charges from hero kills or assist: CDR of 3% per charge, can hold 10 charges max. sacrifice half charges upon death to reduce respawn by charges removed X 10 seconds. at 10 charges, hero will not die, but will instead instantly gain back 100% health and mana and 50% extra movement speed for 10 seconds and will glow.

gain .25% of max hp/mana per second

 

Force Ablative armor (upgraded barb plate)= barbed effect that also reflects magic damage, at every 30% of max hp dmg recieved, armor will launch explosive spikes at all enemies within 5 range, knocking them back 2 units and dealing 5% of your max hp as spell damage.

 

Golden Fiddle: aura, increases movement speed/attackspeed/CDR, hp/mana, Active: Deal with the Devil: Target enemy hero will /dance, if they cannot, they will instead rapidly spin in place for 2 seconds.

Link to comment
Share on other sites

Rubix dodecahedron: Increases timescale by 100% and spell damage by 10% during channelled abilities and ability use animations. 20% spell vamp, 5% for aoe spells.

this is nice in theory but if it affects channelled spells that will include;

drake burn

cains ulti

lurker ulti

unix ulti

 

granting these heroes double movement and attack speed, i dunno about you but i dont want to see;

drake get 8 move speed due to 1 item

cain get off 100 ulti rockets

and lurker to become basically unkillable

 

on the other hand it would be a great item for casters like raynor, rory etc that have quite a cast delay

 

Cauterpillar: built from soul engines; gains charges from hero kills or assist: CDR of 3% per charge, can hold 10 charges max. sacrifice half charges upon death to reduce respawn by charges removed X 10 seconds. at 10 charges, hero will not die, but will instead instantly gain back 100% health and mana and 50% extra movement speed for 10 seconds and will glow.

gain .25% of max hp/mana per second

i kind of like this idea and i think soul engine should have an upgrade but instead of the effects you describe i would like to see it gain 10% instant CDR off all your abilities per hero kill / assist but in a stackable form so you can choose when to refresh your spells

 

Scourgecaller: Summons 2 scourge that will seek out the nearest 2 enemy heroes regardless of stealth etc, will explode doing 100% int spell damage, revealing the target for 5 seconds and slowing them 25% for 3 seconds. It also makes them feel really stupid.

we don't need another item that basically replicates flare gun but doesnt require you to even target an enemy

Edited by ANARCHY
Link to comment
Share on other sites

Hrmm.. I need to take another look at mechanics. But I always figured channelled abilities were the type that prevented hero movement/attack during their usage. I would definitely not want to buff heroes that have animations that allow movement and attack/cast during their effect. It was intended to only to provide a generous short controlled burst of CDR, and make animations faster. The idea was to make skillshots more viable with the movement speed increase and provide a more CDR oriented lower int path for support casters.

 

Examples meant to be affected: Drake ulti delay, rory molly throw, raynors snipe, rancors snipe, unix ulti, tassadars siphon, dustins ult., maars teleport, queens ultra summon/banes.

 

If time is the wrong mechanic to adjust to cause this, you could just alter it to provide a cdr bonus and to alter the speed of the spell itself. eg: bola double speed, drake tail double speed, raynor projectiles double speed, vorpal ult double speed, etc.

 

I think martyr isnt technically channeled because you can move/attack/cast, its more like a toggle buff. Same with cains ulti, lurkers ulti.

 

I liked the idea of the scourgecaller because it does not scale with energy or have the rediculous early game potential of the flare gun, while simultaneously providing a support hero with a fantastic way to waylay stealthed, with an added slow for utility. Definitely more of a support item.

 

The cauterpillar would have to have its percentages played with, but i like the idea of stacking CDR and charges reducing respawn time. It would be a great item for supports.

 

The lobotomizer would be fine with just the silence, disorienting the target, and a .15 second root or something instead. The idea wasn't to cause total loss of control of character, but to intermittently and infrequently disable casting specifically, while pushing the poor sod around the map. I feel like abilities that are disorienting by moving the target are interesting because they allow "break out gameplay". In other words, if your hero suddenly jumps 6 units in a random direction, if your reflexes are fine you can still deal with it. Unlike stuns, where all you can do is just watch your poor character getting slaughtered.

 

And how bout that fiddle? Hehe, you know you want to force them to dance.

Link to comment
Share on other sites

So to clarify, fiddle is just a two second stun only instead of being stunned, they dance? Seems op. Maybe if attacking them before the 2 secs is up it makes them stop dancing (kinda like cain's q).

 

Lobotomizer is op. Make it every 10th attack or something.

 

Caterpillar is almost like a more op version of lifetech from back in the day.

 

late game, scourgecaller is too much dmg. Most int heroes have like 400-500 int by end game.

 

armor is a good idea. I like that one.

Link to comment
Share on other sites

Anything anti all in glasscannons I approve (upgraded barbed). Kinda sick of all the pub aa feedfest or farmfest and then just get ludas all day long without caring for early teamfights and all. They go pure damage and a click rule later game. The actual barbed is cool and cheap but its sooo easily countered by leech and some spell resist aa gear(cant remember the name now). Something that may force aa carries to get a better proportion of life versus damage items sounds nice.

 

On a second note....hope they finish bluegene some day...although we are still waiting for promised viron so I don`t know.

 

Also I like that you are thinking on the focus spells over time. You forgot to mention JACKSON`s Q(beam). I think it would be too op to make this kind of spells become a nuke spell.....they have to last some frames for a reason. However maybe an item that allows you to extend their RANGE would be better....you would be able to mantain them for longer to harrass BUT there could still be counters like teleports or silences(unlike if you make them almost nuke like your item suggestion)

Edited by heimdallr
Link to comment
Share on other sites

What about being able to upgrade some items by buying multiples of the item with an additional recipe.

Example: barbed plating

 

Lvl 1: base item with base stats

 

Lvl 2: addition 15% dmg return and 3 armor

Cost 4500 (2 barbeds plus recipe)

 

Lvl 3: another 10% return and 2 unique change to true dmg.

Cost 7000 (lvl 2 + lvl 1 + recipe)

 

That's just an example to illustrate. Obviously the buffs and cost would be tweak and reworked.

Link to comment
Share on other sites

this is nice in theory but if it affects channelled spells that will include;

drake burn

cains ulti

lurker ulti

unix ulti

 

granting these heroes double movement and attack speed, i dunno about you but i dont want to see;

drake get 8 move speed due to 1 item

cain get off 100 ulti rockets

and lurker to become basically unkillable

 

on the other hand it would be a great item for casters like raynor, rory etc that have quite a cast delay

 

 

i kind of like this idea and i think soul engine should have an upgrade but instead of the effects you describe i would like to see it gain 10% instant CDR off all your abilities per hero kill / assist but in a stackable form so you can choose when to refresh your spells

 

 

we don't need another item that basically replicates flare gun but doesnt require you to even target an enemy

 

I think cain ult and drake burn are toggled not channeled.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

×
×
  • Create New...