Would be a lot better if you could post some concepts.
I am heavily leaning towards "no". Restricting to just one per category makes it so that heroes are only viable based on how good these items synergize with their kits and playstyles. It's impossible to cover every single hero or gameplay style with just three options, you'd be leaving somebody behind. Not just current, but any future hero addition as well. Hero design would suffer a lot if they had to be designed with synergizing with three intentionally broken items that get bought every game.
That's only if they're broken enough to consider running. If not, then it very quickly becomes dead content that doesn't even justify the development time required to add them to the game.
fair enough, I just liked the concept of a "Ultimate Item" each one feeling like a multitool that benefits their category perfectly.
I don't think any hero would be left behind, if they really was just ONE mega item, meaning three total across the three shop categories, I believe it would be best for each item to be an overall improvement to whatever category they belong to.
Keep in mind, these are 12.8k, with no upgrade paths, they would be VERY hard to causally save for.
Spirit for example:
Your Spirt Damage increases as you take sustained damage. (up to 10 stacks, 7% each stack) (this is just spirit berserker)
+30 Spirit
+15% ability duration
+15% ability cooldown
+5% spirit lifesteal
Passive: Teammates in 25m radius gain a passive 8% extra cooldown
Health for example:
On death, teleport to the mirrored location on the other side of the map on 20% hp (like a revive, but without being super overpowered and still forces the player to back up)
+1k HP
+5 health regen
+ 30% PURE resistance (I heard pure damage is a thing, so this could be a good counter play to the spirit and gun ultimate items)
Passive: Teammates in 25m radius gain a passive 5% spirit and gun resistance.
Gun for example:
+ 15% fire rate
+ 12% weapon damage
+ 15% max ammo
+ 5% reload speed
+ 40% melee damage
Passive: Teammates in 25m radius gain 2% bullets back in their clip every 1 seconds.
Of course, these are all powerful, likely too powerful as I just made them up 10 seconds ago, but I do like the idea that they could counter each other. (I didn't quite implement a countering system..., when in doubt buy the health one ig lmao)
Of course, lets say you liked this idea, what would you change? I liked the idea that they got a passive, would encourage teamwork and to fight around the team's carry.