6 New items with illustrations [Vitality-Spirit-Weapon]

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.

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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.

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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.

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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!
 
New weapon item! If you're finding enemies grouped up, you can distribute your team's collective gun damage on one enemy to all nearby enemies. It triggers every second and deals percentage of the collected damage to nearby enemies, can be cleaned with debuff remover.

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Item's now incorporate the cost of their components into their total cost, so no item actually costs 4.8k now. Attractor would cost 3200.

That said, Void Bullets feels weird specifically because it sounds like you're just building up to an E-shift on the target, but it purges buffs so... kinda weird? Not sure how I feel about that one. I think it would more often than not be a negative than a positive.

Mystic Charm/Occult Trinket could very well be useless on a bunch of heroes (particularly ones with passives) since you're giving them bonus Spirit power and move speed for... having all their shit on CD (so they can't use the Spirit power for the most part anyway. )

I'm not really sold on Snake Oil (ha ha, I see what you did there) or Slithering essence mostly because if a hero is able to slide there already are a bunch of items that make that sliding very effective. I don't think more are needed, but I'm also not completely out on it. It could be cool.

Attractor's effect is actually really cool and I like the effect. Very fun.
 
Item's now incorporate the cost of their components into their total cost, so no item actually costs 4.8k now. Attractor would cost 3200.

That said, Void Bullets feels weird specifically because it sounds like you're just building up to an E-shift on the target, but it purges buffs so... kinda weird? Not sure how I feel about that one. I think it would more often than not be a negative than a positive.

Mystic Charm/Occult Trinket could very well be useless on a bunch of heroes (particularly ones with passives) since you're giving them bonus Spirit power and move speed for... having all their shit on CD (so they can't use the Spirit power for the most part anyway. )

I'm not really sold on Snake Oil (ha ha, I see what you did there) or Slithering essence mostly because if a hero is able to slide there already are a bunch of items that make that sliding very effective. I don't think more are needed, but I'm also not completely out on it. It could be cool.

Attractor's effect is actually really cool and I like the effect. Very fun.
Thanks for the feedback, i didn't really look into the prices that much i just remembered i could spend 4.8k and thought an item would be 4.8k but you're right it's the upgrade cost and not the item's cost. It got a bit confusing there.

Void bullet is really controversial, i got the same reaction on reddit but i think it can be used very well. It being an e-shift on command is what makes it good, you can cancel ults with it and erase buffs like bebop bombs or viscous cube (if you applied it before cube and activate during cube). etc. etc. It is actually similar to Vyper's ult in the sense it makes the targets immune but allows you to change the fight during that time, this is even better since it also erases buffs but ofc it has more conditions to work rather than pressing 4. I'd really love to see something like this used in pro scene.

If an item is not useful on all character's i think that's better, it creates build variety and prevents going for generally good items as safe picks. If the buying is only done to get the generally good dmg up item which is mindlessly clicked on by everyone, i feel that's unhealthy for the game, this item is great for at least half the characters, having a passive means you'll most likely use your 1-2 and get the bonus for your 4, which still is valuable if you're spamming at least 1 skill while ult is on cooldown. It's really not that bad.

Snake Oil is just a QoL item if you like sliding around and utilize every slope, the upgraded variant gives almost double the stamina regen Stamina Mastery gives while being cheaper, it can be good as i see most pro players always sliding around if possible and could be a valuable item in laning phase to mid game.

Attractor is chaotic and that's why i love it, the values can be nerfed and the price can be set to 3.2k again probably. I also have a new vitality item coming up, just need to make a visual for it and i'll share it tomorrow. Thanks again for the great feedback! You raise great points of concern and being on the fence whether if the item is good or not shows it has potential to be an interesting -maybe situational- item. I really don't wanna propose just straight stat up items, let's see if we can polish these out.
 
A new item is here! It's similar to healing booster but it synergizes much better with healing items which heal in small ticks as it gives a flat boost to each tick instead of boosting the total value. If you receive a healing of 50 ticks from a single source without it being interrupted, after the first 3 ticks you'll get +3 to remaining 47 ticks for a total of +141 HP bonus heal.

This item immensely boosts the healing from sustained sources like healing rite, geist's life drain, bullet lifesteal etc. I'm wondering if there should be a cooldown for this item so you can't trigger it repeatedly, do you think it needs one?

*This needs to be triggered by other items or abilities, does not trigger on passive health regeneration*

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