Cosmic Shuffle (T2 Spirit)

adeptusforgeceo

Active member
Based off the post made here.
Cosmic Shuffle.png

I was inspired to make an item that incentivized spirit casters to keep sliding for maximum benefit, or to even build around long slides to improve their abilities. I feel there's huge room to experiment more with spirit-based slide items, and I tried to balance this one as best I could around slide times(even Vyper isn't sliding more than 6-7 seconds with maxed slide items without a massive ramp like near midboss). Even Shiv can't really abuse this too hard with his shotgun slide movement because of his heavily limited magazine size. Also the on-hit-heal effect does not affect debuffs like shiv knives so it can't proc more than once per cast.

Maybe an internal cap would be necessary, but I liked the idea of a potentially infinitely scaling item that is heavily limited by the physics/positioning/movement of the game, idk.
 
maybe give range instead of heal on hit? it is op on characters that can deal spirit damage with their gun, and is pretty useless on any other character because the heal is on hit.
 
so celeste 1 wraith 3 victor 4 tier 1 upgrade vindicta 2 haze 3 sinclair 2 don't work with it?
overall the heal per hit does not work well with how much it changes in effect between abilities. i think range or duration or spirit resist shred will work better
 
so celeste 1 wraith 3 victor 4 tier 1 upgrade vindicta 2 haze 3 sinclair 2 don't work with it?
overall the heal per hit does not work well with how much it changes in effect between abilities. i think range or duration or spirit resist shred will work better

Brother wants to get slide based buffs.....during Vindicta flight....

Something tells me you didn't think about this item at all before posting.

Not to mention you still get the increased spirit power during sliding...all the abilities you mentioned would be affected by that boost normally (at very least for the post slide duration).
 
I mean that only invalidates his point about Vindicta, the others still hold true, kind of just a weird bar to set, duration would make a lot more sense really.
 
I mean that only invalidates his point about Vindicta, the others still hold true, kind of just a weird bar to set, duration would make a lot more sense really.
His point is that he thought 'ability on hit heal' to apply to gun buffing abilities so they heal on every shot, which is definitely not the point of the item and would be hilariously broken in the extreme to give better healing than vamp burst to every fast firing gun carry for a 1600 item. I even specified in the original post that it doesn't act that way.

And again, all of abilities listed including Vindicta flight still get the carryover spirit power, as intended. The slide still applies to them and amps their damage, but it doesn't break the game completely like he's assuming blindly.


Anyhow. While not impractical, I see Range as a boring way to handle the item, though it would be very easy to balance. I went with non-scaling healing as a laning-stage benefit that falls off rapidly. I could easily see it being changed to a barrier gained per second of sliding instead, or some other benefit, like temporary bullet resistance, though it'd probably need an internal cooldown at that point.
 
Yes I know all of that but you didn't specify that on the actual item itself. He's not assuming anything blindly, the item description literally just doesn't contain that piece of information, and also, 18 heal for an ability is really not even a good benefit in lane tbh
 
I'd disagree. On ability spammer heroes like geist or calico, 18hp per cast per hero hit can easily stack up quite quickly.

Resto shot(best 800 healing item in the game) is 50/6 with 100% uptime, which runs up to about 8.33hp per second.

Geist with 100% uptime on cosmic slide is getting 18/3s, running up to 6hp/s, and double that if you're hitting more than 1 target. Most character's fastest spammable ability is much slower than that though and comes out to around 18/12s in lane, meaning ~1.5hp/s.

That's half a Health Regen on top of all the other offensive/defensive benefits of the item. More than fair in my eyes, given you also get +30/45 spirit power for any ability and the healing can stack on multiple targets hit.
 
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