Items built around the down-dash function is always cool to me, and it stands out enough from the other Extra Stamina upgrades to justify being bought.
I think you might need to add a minimum fall distance for the passive to activate, just so it requires some set-up (like a wall jump or double...
This item is ideally used as a late game support item to help save grouped allies from heavy cc.
The idea behind Unbreaking Aura is to grant nearby allies a buff to save them from an incoming attack. While Healing Nova and Heroic Aura can help the team in a tough situation, Unbreaking Aura is...
Adding to this, Bebop's Hyper Beam has a similar issue where the hitbox doesn't match the visuals of his ult.
I think it's caused by the circular hitbox being set on his gun, while the circular visuals are on Bebop. This isn't as problematic as Warden's bug since the Hyper Beam laser hitbox...
I don't think it's a bug.
This is if you've got Binding Word's cast set to default, which is Confirm Cast. Quick Cast also has this issue, but changing it to Instant Cast in options-keybinds will skip the ability's confirmation and allow you to keep shooting.
While there is likely a good reason why there are no T1 items with AOE properties, I thought it might be worth pitching a concept that was one to see how balanced it could be.
Burning Flask is a T1 component of Alchemical Fire that can apply extra pressure in lane, punishes stuns and camping...
There's a slight shape difference between the hitbox in Warden's ult cone and the visuals of Warden's ult cone. The actual hitbox seems to be thinner and doesn't curve at the edge of the hitbox (almost like the ult hitbox is in the shape of a triangle).
I like the concepts, though Reverse Hunter's Aura drains a lot of spirit power by simply existing. The only other item (IIRC) that drains spirit power is Spirit Snatch, and that item requires landing a melee hit to do so. Otherwise it seems pretty cool.
Power Over Numbers seems a bit polarising...
This is an updated version of a concept made before the item update. I thought it would be better to create a new thread for this concept instead of returning to the old one since there's quite a few differences.
Stamina Spike revolves around the down-dash mechanic, which is often forgotten...
Since Quicksilver-Reload has a T4 upgrade through Mercurial Magnum, it would be nice for Active Reload to also get an upgrade that scales well in the late game. Since Spellslinger already exists, I thought it could work if Vital Clip leaned more into self-sustain.
Since the item focuses on...
Adding to this, Grapple has a similar issue where the startup animation doesn't get cancelled by:
-Shooting
-Parrying
-Reloading
-Air-dashing
-Wall-Jumping
-Double-Jumping
There's also another Ground Strike animation bug when you use Grapple while Lash hops back.
Lash's Ground Strike can spike airbourne enemies towards the ground, making said enemies uncontrollable until Lash lands. However, sometimes Lash lands and the enemy is stuck in the spike state, unable to be controlled.
While in this state, they're attatched to Lash, moving to wherever Lash...
After using Ground Strike, Lash plays a short animation of him hopping back after landing. This animation gets cancelled by moving or casting another ability, however it does not get cancelled when using:
-Light Melee
-Heavy Melee
-Jump
-Crouch
-Parry
-Shooting
-Reloading
-Active Items (such as...
Ivy's Air Drop has a small window between her channelling her flight and her channelled flying where she rises up into the air. If she gets cubed by an allied Viscous during this window, she gets stuck in her flying state while being completely grounded.
Casting Stone Form, getting stunned or...