CamperTR
Member
Hello, these are some of the items i came up with. They were changed a lot and i'll change them again based on feedback. Do you think you'd buy any of these, if yes, how would you utilize them? Let's discuss and balance them together!
These are pretty basic T1-T2 items, if you are sliding a lot with characters like Haze, Vyper, Wraith, Paradox etc. to kill troopers and save bullets for secure and denies, this can be a pretty good item. T2 version has improved stats and a conditional passive which refills your mag while sliding.

This time it's a T2-T3 item combo, which grants bonuses if you're constantly using abilities. You can use 2 abilities to set up the 3rd-4th ability usage with increased spirit power. T3 version has the potential to give something between 20-25s total CD reduction depending on if the conditional is active or not.
The amount of CDR might sound a lot but keep in mind that you need to trigger it every 0.2s to get these values, at best you'll have around half the efficiency and to maximize efficiency you'll need other items such as mercurial magnum, alchemical fire, scourge, torment pulse etc. It will probably be balanced through dependencies but still needs playtesting.

And there's the big 6.4k boi, this time T3-T4 gun items. T3 item is pretty straightforward with a twist, it acts like Mystic Shot but reversed trigger condition and no cooldown on the trigger itself, but rather the effect. It grants fire rate and reload reduction to use the item more effectively, the trigger effect is a bit interesting as it removes a buff from enemy heroes. This can be sustained healing effects, fire rate effects, move speed buffs etc. You can only remove one effect at random within 10 seconds.
T4 version is a bit different and can be considered a separate item rather than an upgrade, or not. It applies a fading and non replenishable debuff on enemies where it reduces the move speed and the damage output of the target for the 4s duration. However, in that duration you can remove the target from the combat on command by activating its effect. Which removes all buffs and interrupts all abilities. This can seem counterintuitive at first but using it effectively depending on the situation can result in pretty interesting fights. You can interrupt ults, use it to isolate targets, use it to escape, counter item effects like rescue beam, spread it around and turn a 3v3 into a 3v1 for a short duration etc. There are limitless possibilities.

So, these are just a start. I have some interesting mechanics in mind but not sure if i should implement completely new mechanics or combine existing effects and stats. What category of item would you like to see next? If you have a rough idea in mind i can try to turn that into an in game item as well. Time to discuss!
These are pretty basic T1-T2 items, if you are sliding a lot with characters like Haze, Vyper, Wraith, Paradox etc. to kill troopers and save bullets for secure and denies, this can be a pretty good item. T2 version has improved stats and a conditional passive which refills your mag while sliding.

This time it's a T2-T3 item combo, which grants bonuses if you're constantly using abilities. You can use 2 abilities to set up the 3rd-4th ability usage with increased spirit power. T3 version has the potential to give something between 20-25s total CD reduction depending on if the conditional is active or not.
The amount of CDR might sound a lot but keep in mind that you need to trigger it every 0.2s to get these values, at best you'll have around half the efficiency and to maximize efficiency you'll need other items such as mercurial magnum, alchemical fire, scourge, torment pulse etc. It will probably be balanced through dependencies but still needs playtesting.

And there's the big 6.4k boi, this time T3-T4 gun items. T3 item is pretty straightforward with a twist, it acts like Mystic Shot but reversed trigger condition and no cooldown on the trigger itself, but rather the effect. It grants fire rate and reload reduction to use the item more effectively, the trigger effect is a bit interesting as it removes a buff from enemy heroes. This can be sustained healing effects, fire rate effects, move speed buffs etc. You can only remove one effect at random within 10 seconds.
T4 version is a bit different and can be considered a separate item rather than an upgrade, or not. It applies a fading and non replenishable debuff on enemies where it reduces the move speed and the damage output of the target for the 4s duration. However, in that duration you can remove the target from the combat on command by activating its effect. Which removes all buffs and interrupts all abilities. This can seem counterintuitive at first but using it effectively depending on the situation can result in pretty interesting fights. You can interrupt ults, use it to isolate targets, use it to escape, counter item effects like rescue beam, spread it around and turn a 3v3 into a 3v1 for a short duration etc. There are limitless possibilities.

So, these are just a start. I have some interesting mechanics in mind but not sure if i should implement completely new mechanics or combine existing effects and stats. What category of item would you like to see next? If you have a rough idea in mind i can try to turn that into an in game item as well. Time to discuss!