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.
(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.)
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.
(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.
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.
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.
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.