4 Vitality Item ideas now <3 (please comment if you want me to come up with more ideas)

PK_SleeplessNess

New member
Now that I’ve proposed two spirit items and two bullet items, I’ll round things off with four vitality items. Why four? Because I want to cover the two subcategories of vitality—support and tank—while staying true to the give-and-take format that I enjoy so much.


Healing/Support Items

First Item - Emergency First Aid (Active)

Target an allied hero to heal them for X (a small amount). Upon a successful skill check, increase this amount by an additional X.
(Similar to an "active reload" mechanic, this adds more skill expression for supportive or healing-focused players. The timing could be adjusted for balance, with tighter windows rewarding higher skill. This effect could scale with a specific stat, though I’m unsure which would fit best.)

Second Item - Blood Amulet (Active)

Passive: Upon dealing damage to an enemy hero, store a portion of that damage as health in the amulet.
Active: Heal an ally for the stored amount.

This item is designed to provide an aggressive healing option for characters like Dynamo, Ivy, or Kelvin. It incentivizes damage-dealing to earn a significant healing payoff, blending offensive and support mechanics.


Tank Items

First Item - Clockwork Chainmail (Imbue)

Imbue an ability. Upon taking X amount of damage, gain X% cooldown reduction (CDR) for the imbued ability, up to a cap of X%.
(Example: Upon taking 75 damage, gain 1% CDR, capped at 20% CDR for the imbued ability.)

This item would be particularly useful for frontline or tanky characters who want to cycle through a specific ability more efficiently. For example, Mo and Krill might imbue their primary abilities, allowing for more frequent casts in prolonged fights. The intention is not to provide high-damage characters like Grey Talon with additional CDR through a vitality/health item but rather to enable tankier heroes to ramp up their ability usage as they absorb damage.

Second Item - Fool’s Bet (Active)

Target an enemy hero. For the next X seconds:

  • If they cast an ability, they take X% of your max HP as Spirit damage.
  • If they don’t cast an ability, you take X% of their max HP as damage.
This item is designed for tankier characters or fighters, offering a strategic dilemma for the enemy. They must decide whether to wait out the timer to deal damage to you or cast an ability and suffer Spirit damage in return.


As always, I’ll leave it to the developers to decide on the soul price and allocated stats for these items, should they choose to implement any of these ideas. My main focus is on suggesting unique effects that could add depth to gameplay.
 
Man. All of these are sooo good. Blood Amulet and Clockwork Chainmail are my favourites here. Theyve all got very clear unique designs and thought-through purposes. Great stuff
 
clockwork would absolutely break shiv, jesus christ pass me whatever you're smoking.
Well, I’m not smoking anything right now. That said, I do agree that certain characters with this item might be stronger than expected. However, these are just ideas for now and can be adjusted later to ensure balance.
 
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