π’π‘π¨πœπ€ πšπ›π¬π¨π«π›πžπ« - [vitality T3] (Protection from super explosive damage)

Vofi

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*I'm thinking about reducing some of the characteristics, but for now, it still seems to me that
the item is quite balanced. (don't know about cooldown... mb 23? and 200 min dmg -> 300?)*

The idea of this item is that with SUFFICIENT skill,the player can minimize damage from a large blow to himself and receive a reward. He can help with arrow (Talon), barrel (Holiday),dash (Shiv), ground strike(Lash) and so on.

The most interesting thing is that this item is not limited by the control and stan abilities. This allows it to be used against Lesh ult combos, Dynamo ult, stan items etc. This does not make it omnipotent, because it only works for one big hit, which means that in a team fight it will only increase the chances of survival after an enemy ult or an ability that successfully hits you.
There are two options : to show the enemy effect visually or not. In the first case,the game turns into a battleof psychics, similar to parrying. In the second case,itis more gentle for the defender.

I think the problem of explosive damage is very important. :{
 
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1. The passive is just part of the active, unless you want to count the Melee resist from the base stats for the "damage prevented"
2. You could just do metal skin but for spirit, add that twist that damage blocked gives spirit power and move speed so that it's an unique item, and shuffle some stats so that it's not too OP.
 
1. The passive is just part of the active, unless you want to count the Melee resist from the base stats for the "damage prevented"
2. You could just do metal skin but for spirit, add that twist that damage blocked gives spirit power and move speed so that it's an unique item, and shuffle some stats so that it's not too OP.
1. I agreed... My mind just wanted to visually separate the two parts from each other. "Condition and reward"
2. It doesn't seem to me like the best option to see two invulnerability abilities in the game that work the same way and have limiting characteristics. In my opinion, it's better to show the player's skill than to intentionally limit him. Slowing down on metal skin doesn't seem like fun to me at all. But I agree that I was looking back at MS, as well as at Berserk.

Spirit just doesn't work the same way as bullets. Imagine Pocket, which ult is like betraying your team, with spirit item, the equivalent of berserk.
 
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No but a cake-and-eat-it-too suggestion for choosing between this item being activated proactively like Divine Barrier (which feels terrible to notice off cooldown when one dies) or triggering itself automatically a la Soul Rebirth. When either is on cooldown both are and the automatic version is weaker: Say on taking spirit damage when at less than 1/3 health go on 2/3 the cooldown and receive 1/2 the absorption
 
Yeah... I'm not sure I would see someone getting this over Divine Barrier. Yes this is potentially stronger, but it is also only effective against 1 hit of Spirit damage and you have to drop it just at the right time to make it work.

The best way to do something like this would be to make it build off Reactive Barrier, and have it add an additional way to trigger the barrier that includes taking over X% of your maximum health within a certain period of time. (For instance, if you take more than 40% of your maximum health in damage over 2 seconds or less, you immediately gain 300 Health Regen for 3 seconds, or 80% damage reduction, or any number of other things that would prevent instant burst).

Making this an active both occupies already congested active slots for no reason, and raises the skill ceiling on an item and situation that really doesn't need it.
 
I'm not sure about this item. We already have "Unstopable" which prevents any CC on you while it's active. And it costs 6k.
Now this item prevents any CC and absorb 90% of damage on top of that and costs only 3k. And can be used any time, even if you got into blackhole. Right now it looks like debuff remover and unstopable combined with extra benefit.
Without this, it can be fine, but only if this item would require you to press a button to activate it.
 
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*I'm thinking about reducing some of the characteristics, but for now, it still seems to me that
the item is quite balanced. (don't know about cooldown... mb 23? and 200 min dmg -> 300?)*

The idea of this item is that with SUFFICIENT skill,the player can minimize damage from a large blow to himself and receive a reward. He can help with arrow (Talon), barrel (Holiday),dash (Shiv), ground strike(Lash) and so on.

The most interesting thing is that this item is not limited by the control and stan abilities. This allows it to be used against Lesh ult combos, Dynamo ult, stan items etc. This does not make it omnipotent, because it only works for one big hit, which means that in a team fight it will only increase the chances of survival after an enemy ult or an ability that successfully hits you.
There are two options : to show the enemy effect visually or not. In the first case,the game turns into a battleof psychics, similar to parrying. In the second case,itis more gentle for the defender.

I think the problem of explosive damage is very important. :{
Usually items like this the effect is just a passive. Actives tend to be full immunity which we already have in e-shroud. I would base this off of something like the linken sphere (think thats the one) from dota 2. Very similar to what you are going for.
 
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