the items overlap in some areas, but they serve different purposes. Indomitable is a passive "don't get put in a cc chain" item, meant to stop pick heroes and stopping cc combos' while unstoppable is an active item, meant to make sure they wont stop your big play, like ult, or a carry that gets...
so celeste 1 wraith 3 victor 4 tier 1 upgrade vindicta 2 haze 3 sinclair 2 don't work with it?
overall the heal per hit does not work well with how much it changes in effect between abilities. i think range or duration or spirit resist shred will work better
maybe give range instead of heal on hit? it is op on characters that can deal spirit damage with their gun, and is pretty useless on any other character because the heal is on hit.
the problem is that there are so many damage sources in deadlock, if the item resets completely on every new source, it will become useless. at any point you could get hit with multiple different abilities, guns, or even melee. about the problem you mentioned about deserving damage if you run...
This is just a concept that i had on my mind of a wizard- soldier hybrid. basically pushing the concept of a hybrid character, in lore, gameplay, and overall design.
lore: merlin the 3rd is the youngest member (120) of a secret society of wizards that refuse to reveal themselves to the world...
visually, there will be an icon that tells you the correct timing, on abilities with channel, it will be when the ability ends, for example, only after mo&krill spin animation ends.
having both in the same slot is exactly the op part, plus the reduced cost.
having the effect of both counterspell, one of the best items in the game, and rebuttal, a great item which is balanced around being being unused most of the time and occupying a slot, is op.
it eliminates the major...
the idea of "parry item evolves into parry item" makes sense but:
1, rebuttal is heavily balanced around the fact it cant be upgraded and you need to sell it later.
2, the new improved counterspell will be op. its already one of the best items in the game, and adding the effect of an item which...
maybe the imbued ability could have a trade off?
something like "+35% duration, -50% damage"?
i do like the idea of having the ability to double down on duration, but it should have a trade off