Additional Item Slots

vennnot

New member
What do you all think of being able to purchase two additional item slots?

They could cost 3,200 and 6,400 respectively for those games where lower cost soul items are too valuable to be sold, such as Rebuttal.

I'm not sure it's even a good idea but I've been thinking a lot about it since in a lot of games slots are quickly filled and sometimes you want to keep that specific item but there is nothing more costly that provides the same value.
 
The idea sounds interesting, spending 3.2k and 6.4k for no extra stats could outweigh the importance of having an extra slot or two.

But from personal opinion I don't see too many people filling their slots all that often and I'd imagine these purchases would happen mostly in the late game where the cost wouldn't be as bad which would kinda defeat the purpose of spending a pretty substantial amount of souls for the extra slot or two.

Maybe you could make it so the slots have a variable cost ex.: 2%/4% of your entire team's networth with a minimum cost of 3.2k/6.4k (3.2k at the start but starts increasing once 2% of your team's networth exceeds that amount ex.: 4k/8k cost at 200k souls, 6k/12k cost at 300k souls)
 
What do you all think of being able to purchase two additional item slots?
Probably not as a purchase. Literally any soul price about 1600 would just relegate it to something only purchased very late, like +50 minute games. Buying an important powerspike is just so much better than buying literally nothing.

Those games also just don't happen anymore, especially outside of the absolute bottom of low elo. For those games, it's just injecting more raw stats and additional variables into the late game. You've pretty much made an already coinflippy part of the game even more coinflippy for not much benefit to the core gameplay. I guess you can keep the single most overpowered, overtuned item in the game for a bit longer.

The idea sounds interesting, spending 3.2k and 6.4k for no extra stats could outweigh the importance of having an extra slot or two.

But from personal opinion I don't see too many people filling their slots all that often and I'd imagine these purchases would happen mostly in the late game where the cost wouldn't be as bad which would kinda defeat the purpose of spending a pretty substantial amount of souls for the extra slot or two.

Maybe you could make it so the slots have a variable cost ex.: 2%/4% of your entire team's networth with a minimum cost of 3.2k/6.4k (3.2k at the start but starts increasing once 2% of your team's networth exceeds that amount ex.: 4k/8k cost at 200k souls, 6k/12k cost at 300k souls)
All that does is just exacerbate the issues previous, while also making it's cost complicated and completely outside of the player's control.

If you really want more item slots, either make them free (granted after certain match times have passed), or tie them to another objective.
 
Probably not as a purchase. Literally any soul price about 1600 would just relegate it to something only purchased very late, like +50 minute games. Buying an important powerspike is just so much better than buying literally nothing.

Those games also just don't happen anymore, especially outside of the absolute bottom of low elo. For those games, it's just injecting more raw stats and additional variables into the late game. You've pretty much made an already coinflippy part of the game even more coinflippy for not much benefit to the core gameplay. I guess you can keep the single most overpowered, overtuned item in the game for a bit longer.


All that does is just exacerbate the issues previous, while also making it's cost complicated and completely outside of the player's control.

If you really want more item slots, either make them free (granted after certain match times have passed), or tie them to another objective.
I can kinda agree on the cost being too much to track but I think the idea could be interesting (maybe I'm just defending it too much cause it reminds me of overcharmed from Hollow Knight)

Thinking more about it though I feel like it's not something that would make much sense at any point in the game except late game and there I do agree that time bound slots could work better.
 
I never have thought about that. I've only heard about ideas of additional slots for active items. This can be a good idea, if done right.

The guys have already mentioned the cost of such a purchase. Therein lies the paradox. Until late-game, the price would be repulsive factor of purchase. For example, I wouldn't want to spend 12.8k of sould to buy Tier 4 item. It would be easier to unlock another one extra slot.

Decreasing the price for additional slots could lead to ignorance of objectives. Especially if enemy team dominates and destroying any buildings is too risky/impossible.

I see guys with completely full inventory in the mid-game quite often, usually one or two per match. I think there's should be a way, that would let us gain more slots, but it should be balanced.

I think the best option would be gradual price increase for every next bought additional slot. Situations where you need that one single item, but you don't have any available slots, happen often. But if you need another one slot, the price will be much higher, and you will have to decide whether to farm extensively or destroy some buildings.
 
Back
Top