Collection of 14 Item Ideas

These are pretty good.

Royal magazine might be a bit too much ammo, considering it gives reload speed It doesn't need THAT much more ammo.

Also I assume rejection was supposed to be -2s parry cd not +2
 
these are all really good ! i think heartbreaker's wording is a little confusing, the "stacking debuff" part of the item is contained in a passive that has a 6 second cooldown, despite the debuff only lasting 2.5 seconds, so as written you would never be able to stack it. crushing fists makes that part its item a seperate ability with no cooldown.
reversal is awesome flavor wise but im really unsure how you would parry the *effect* of something like a lash ult pickup. do you get to throw the lash?? would parrying a yamato grapple, grapple you to her?

it might genuinely be cool if it had an active component:
"your next parry protects you from the damage and effects of enemy abilities and items, (rest of counterspell text goes here), and stores a Copy of the source ability or item. activating the item uses the stored ability copy. cannot copy passives or ultimates. active cooldown is determined by cooldown of stored ability." (the passive spell parry part still works while the active is on cooldown, you just dont get copies)
 
reversal is awesome flavor wise but im really unsure how you would parry the *effect* of something like a lash ult pickup. do you get to throw the lash?? would parrying a yamato grapple, grapple you to her?
Could just change it to be specifically projectiles or just do something similar to return fire.
 
these are all really good ! i think heartbreaker's wording is a little confusing, the "stacking debuff" part of the item is contained in a passive that has a 6 second cooldown, despite the debuff only lasting 2.5 seconds, so as written you would never be able to stack it. crushing fists makes that part its item a seperate ability with no cooldown.
reversal is awesome flavor wise but im really unsure how you would parry the *effect* of something like a lash ult pickup. do you get to throw the lash?? would parrying a yamato grapple, grapple you to her?

it might genuinely be cool if it had an active component:
"your next parry protects you from the damage and effects of enemy abilities and items, (rest of counterspell text goes here), and stores a Copy of the source ability or item. activating the item uses the stored ability copy. cannot copy passives or ultimates. active cooldown is determined by cooldown of stored ability." (the passive spell parry part still works while the active is on cooldown, you just dont get copies)
yeah my bad i should've split them into seperate tables instead of cluttering them up
 
I like most of them, at least the concept.

Siphon smash is my favorite, but shouldn't be random and instead be an imbue.

Royal magazine feels pointless, since most gun heroes never reload mid fight anyways because of QSR. And honestly I think heroes get way too much ammo, guns should have at least a bit of downtime.

Relentless bulwark is too strong, and we already have counter spell, which is op af.

Edit: Maybe it shouldn't stop first stun, but after that you are immune to all cc for 5s, this way it's job is to save you from chain cc, and it wouldn't just be automatic counter spell.

Ravenous cool down is good.
 
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These arts are beautiful.
I think Ravenous cooldown would be a bit silly, but really fun.
The current melee suite seems strong enough already, and I'm not sure it needs more items/upgrades beyond what they currently have.
 
would be more thematic if siphon smash stole cooldown. Would be awful feeling if it put something on cooldown that wasn't, but adding 2.5 second to an already existing cooldown seems reasonable and cool
 
I like the concepts for basically all of them, even if I'm not sure all of them would necessarily be good for the current state of the game. Very original and I like the art you made for them. 100% for effort and thought.

Standouts to me:
-Ravenous Cooldown; Sometimes you want to just focus on one ability in your kit and that's it.
-Arcane Slug; I've always felt Mystic shot needed an Upgrade. It feels like it's in an awkward spot where it's primarily good in lane, but also weirdly expensive and only available for maybe half the laning phase.
-Siphon Smash: I also agree with @Mokuzzai that it should be imbued to reduce a specific ability CD. Witchmail is nice, but the random nature of it makes it frustrating to work with sometimes.
 
Arcane Slug, Desperate Expansion, Ravenous Cooldown, and Salvation Stone are pretty good, I'd like to see them in game.

Desperate Expansion particularly, I think there's a neat tradeoff in deliberately initiating with low-HP so you have more range for your abilities. I can easily see Pocket, Warden, or Seven making use of this. That being said it will need a minor adjustment so that you retain the buff until you leave combat. Because you'd run into situations where your Seven ult loses range halfway through because you healed too much. Other than that though this is a really fun item I'd love to try out.

The other items run into two types of issues imo:

The first issue is that some of these are upgrades to items that are balanced around not having upgrades. Rebuttal is the perfect example of this. It's super strong for how cheap it is, but you can't justify running it in the late game because it takes up a slot that other more expensive items can use. Like I'll gladly sell a Rebuttal to make space for a Majestic Leap. If Rebuttal has an upgrade that tradeoff is no longer in play, and it's effect will be too strong with no downside.

Like here's a personal anecdote: I run Fleetfoot a lot. Sometimes the game goes super late and I have to sell it to make room for a better item. If Globetrotter enters the game then I'm always buying Fleetfoot in every game and I'm never selling it again. Cause I can always just upgrade it.

The other issue is that some of these items already have items that fill in their niches.

Take Soulsmasher for example, it's a 6.4k Spirit item that focuses on doing a burst of damage. But Spirit Burn already kind of does that. Gattling Storm is an 6.4k item that focuses on increasing fire rate. Frenzy, Spiritual Overflow, Shadow Weave, and Spellslinger also do that. Spiritual Overflow specifically covers the niche of "increase fire rate when attacking enemy hero".

Also I just wanna say that I'm no authority on the game, my analysis could be completely wrong. Take everything I said with a grain of salt.
 
I really like these new item ideas. However, as others have mentioned, a few things could use some polishing. As an Abrams "Melee spam" enjoyer, I have to point out that Siphon Smash and Heartbreaker should have a longer cooldown than 6 seconds (8 seconds, like the default Lifestrike cooldown should be fine).
 
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