This item would increase your team's pushing power from the mid game onwards , especially once you secure a rejuvenator.
Trooper Resurrector - 1250 cost vitality item
+50 health
+1m/s sprint speed
Passive : every 2 denied orbs , add 1 extra trooper to a spawn wave headed to the lane closests...
This item sounds like an upgrade of ethereal shift , actually. Moving while invulnerable would be huge. There's a reason mirage tornado had to be nerfed multiple times. Try to rework the concept with that in mind.
As posted above , it would be the most complex item in the game - it would be impossible to fit a complete description in a hover popup , leaving players guessing what it may or may not do. Imagine the confusion when it would have some of its sub-items reworked.
This item would add extra choices for customizing builds , allowing you to upgrade active items before buying them.
Talisman Amplifier - 500 cost spirit item
+2 spirit power
Passive : whenever you buy an active item , destroy this and imbue that active item with +20% healing amplification ...
An issue I find with support builds is their lack of scaling or real synergy for most purposes ; stacking up on healing items may give an overkill configuration that does not contribute as much as a more common combat build with occasional uses of healing abilities. This item seeks to address...
My concern is not so much about the game balance (as an item , it's accessible to both sides anyway) but the quality of gameplay. I don't think it's so wise to implement something that reduces player interaction , even in a moba. Risk taking should be encouraged.
Seven players already have a tendency to disappear in the jungle for half an hour as it is , if they had a farming item that would make them even less competitive in the short term you would never see them until very late game. Besides , I dislike the idea of faster soul securing rate , jungling...
I see what you mean now. Perhaps there should be extra criteria like not being eligible for a duplicated item buff if you have the same item on cooldown , or even add a temporary "phantom item" with a cooldown preventing extra buffs of the same type. Thus no chained unstoppable or metal skin.
Well that's not in the spirit of my concept (you should make a separate thread) since players typically combine their abilities in a specific order , so there would be no cost to this besides the souls expense.
This item would add a randomized condition to ability sequences to give your target spirit and melee vulnerability. It would not be purchaseable by heroes who lack 3 abilities capable of dealing spirit damage (like Dynamo , Haze or Kelvin)
Chaotic Combo - 3000 cost spirit item
+8% cooldown...
Mind that in order to duplicate any effect (typically only one per fight due to the cooldown) the supporting player needs to buy a 7450 cost item , duplicating unstoppable or silencer would thus be a very steep investment. It would help teammates situationally so that they might not need to buy...
I play melee Abrams a bunch and can appreciate that parry is one of the best and most balanced mechanics in the game. Items like Lifestrike debuff speed specifically to be able to keep an opponent in punching range , but it would be oppressive if you just had to take the upgraded punches...
I see this being difficult to balance , as it could be picked first in lane and give a massive power spike to be used offensively.
Why not make it gain N% more unsecured souls until you buy another item ? That way it'd be a better post-laning item that speeds up your jungling but gives poor...