Isn’t the same also true for Improved Spirit Armor, as their damage will also be cut by 45%? It’s only 5% less, and they’d need either both a melee item and Mystic Vulnerability or a teammate with Crippling Headshot to break through it. Am i missing something ?
This is absolutely broken. I assume, unlike Hunters, this can stack since it increases a stat rather than applying a debuff. This means that if, for example, Spirit Ivy and Gesit had this while next to each other, throwing bombs and Kudzu with a giant radius, it would be insane. The fact that...
As mentioned by Gimmie, yeah… maybe not an outline, but more like a recent deal or something similar. I feel like this kind of item should just be a well... ward or a scan for a second or two to provide info, not something that's constantly giving you all the details while running around.
Turtle Spirit
* Costs 500
Passive
* Gain 100 bullet shield and 100 Spirit Shield when you parry.
* Cooldown 30s.
* Duration 10s
This seems interesting as a form of defense against spells using the parry system, but I feel it will mostly be abused as a cheap way to maintain barriers for...
This feels like overcomplicating a simple idea. While I agree it sounds interesting on paper, it wouldn't be used efficiently in 99.9% of games, if it's even built at all. First, you're setting yourself back 1750 souls from core items to gain a total (if fully stacked) of 24% bullet damage, 10...
Agreed. I think a core mechanic, even if it’s difficult, should be something to strive to improve, not just a quick fix with an item that becomes a tax on players who feel like they need it.
I disagree here for a similar reason to GimmieKey, but in a different area. I think items like Hollowpoint Ward, which you sell for a slot only when absolutely necessary, highlight the value of a percentage increase. Take Fortitude as an example: at 3500 gold, it provides a 27% bullet damage...
As GimmieKey mentioned, 'Most carries don't have much of an issue taking down health stackers in this game because of the slot system restricting the ability of tanks.' This is evident from how many times improved burst has already been adjusted. If they were to add more items like this, I’d...
The main thing I would say is that the 'when healing' condition needs to be clarified—what kind of healing does it include? Technically, extra regeneration counts as healing, so if you have extra regen from lane and this item, you'd essentially have cheap, permanent cooldown reduction and now a...
As mentioned by Gimmiekey, there's already a good item for this purpose. My two cents: the item lacks a 'feel-good' component—just adding damage is usually pretty boring for a counter item like this aims to be. On top of that, it would be a visual nightmare for everyone involved due to the...
If it's not meant to be selfish, it needs the text 'can't be self-targeted.' Otherwise, a 33% heal for frontliners, plus two charges for other allies, could become a major issue. Additionally, if it isn't one charge per ally per copy of the item, what happens if two frontliners both buy this...
So, we're just giving the old Yamato ultimate to anyone who uses abilities now? Sure, you're disarmed, but I can't wait to see something like a Shiv ult clean up a fight while being immune to crowd control and still having increased move speed.