3200 Green "Persisting Magic"

What does resistance to being cleansed mean in this case? Does it mean that after being purged a portion of them still exists on the character that purged them? Feels like it partially defeats the point of having a purge like dispel magic, and it completely fucks over Victor, who uses his purge to get out of heal-cut effects like Spirit Burn or DoT + Healbane effects.

Also not a big fan of how uninteractive this is. It basically takes no effort to proc since its an entirely passive effect, and doesn't provide any counterplay back to those being hit by the DoT. Even something as heavy-handed as Curse has counterplay.
 
What does resistance to being cleansed mean in this case? Does it mean that after being purged a portion of them still exists on the character that purged them? Feels like it partially defeats the point of having a purge like dispel magic, and it completely fucks over Victor, who uses his purge to get out of heal-cut effects like Spirit Burn or DoT + Healbane effects.

Also not a big fan of how uninteractive this is. It basically takes no effort to proc since its an entirely passive effect, and doesn't provide any counterplay back to those being hit by the DoT. Even something as heavy-handed as Curse has counterplay.
So if you have a DoT, then when you use victor 2 or dispel magic there is a 20% chance of the DoT ignoring the cleanse altogether, regardless of stacks, since the cleanse removes all stacks regardless.

Victor does not need help, if anything people in low elo lobbies and in late game scenarios have no idea how to deal with a fed victor, usually they cant. From the perspective of a character that is DoT centric like Haze, Infernus, or Shiv. Dispel magic seems uninteractive because it completely counters the character. So this is giving them counterplay. If anything this item is bad because outside of an RNG effect it gives no stats but the un-interactivity is irrelevant.
 
Oh, its a 20% chance of completely ignoring a purge effect? Yeah no I am not a fan of this item at all. It was already bad enough when it was a percentage of the effect purged-meaning infernus burn doesn't get stopped at all if he's still shooting you. Having it be a random chance to completely ignore a purge isn't just severely unbalanced, but less interesting and less useful than the purge effects you're complaining about.

If an enemy doesn't have a purge effect and instead has debuff resistance out the ass, this effect does NOTHING.
Even if they have a purge, 80% of the time, this passive still does nothing. This means on average, 1 out of every 5 times someone uses dispel magic this item will do anything at all.
You're spending 3200 souls on an item that has inconsistent usefulness & no counterplay at best. At worst, this item is a lump of coal sitting in the player's inventory, reducing their weapon damage for no benefit (oh, my bad, +10% ability duration).

I can fully understand wanting to counter things you're not a fan of in this game, but I can't help but feel if you were trying to design something like that, that you should head back to the drawing board and start again from scratch with a new concept.
 
Oh, its a 20% chance of completely ignoring a purge effect? Yeah no I am not a fan of this item at all. It was already bad enough when it was a percentage of the effect purged-meaning infernus burn doesn't get stopped at all if he's still shooting you. Having it be a random chance to completely ignore a purge isn't just severely unbalanced, but less interesting and less useful than the purge effects you're complaining about.

If an enemy doesn't have a purge effect and instead has debuff resistance out the ass, this effect does NOTHING.
Even if they have a purge, 80% of the time, this passive still does nothing. This means on average, 1 out of every 5 times someone uses dispel magic this item will do anything at all.
You're spending 3200 souls on an item that has inconsistent usefulness & no counterplay at best. At worst, this item is a lump of coal sitting in the player's inventory, reducing their weapon damage for no benefit (oh, my bad, +10% ability duration).

I can fully understand wanting to counter things you're not a fan of in this game, but I can't help but feel if you were trying to design something like that, that you should head back to the drawing board and start again from scratch with a new concept.
youre really taking this personally huh lol
 
youre really taking this personally huh lol
Uhh no. There's a lot of very salient reasons I gave why this item is bad both for the person building it and the people playing against it. Sorry if it came off as rude, but you really need to take another attempt at the concept if you want more interesting counterplay to DoT effects.
 
Back
Top