"dispel magic" new item

I have a proposal regarding a newly upgraded item for the “Dispel Magic” component, valued at 6400 souls.

The concept remains fundamentally similar: it removes negative status effects such as burning or slowing. However, in this revised design, after eliminating a given effect—for instance, the burning effect inflicted by Infernus—the item would also grant the user temporary immunity against that same effect. Consequently, even if Infernus attempts to reapply the burning effect (e.g., via its third skill), the user would remain unaffected for a short duration due to the immunity provided by the item.
 
i think theres a possibility of this item stepping on the toes of a lot of other items, while also possibly being pretty niche
 
i think theres a possibility of this item stepping on the toes of a lot of other items, while also possibly being pretty niche
I wrote this more as a concept because the "dispel magic" item isn't very useful anymore, and I think we need a new ability.
 
Actually, I’d like developers to add a new type of barrier that prevents damage taken by players from being classified as either weapon damage or spirit damage. This would prevent certain debuffs which require specific damage types to take effect from triggering.
 
the same effect like Silencer do?
Just like the item you mentioned
I mentioned Infernus as an example because it’s an item I designed to counter Infernus—though Toxic Bullets also work for this.

When you dispel the negative effect with this item, you gain a 5-second immunity to that same negative effect from the same source—you won’t be affected and won’t take damage. I think we should consider this as a rework of Dispel Magic; it would be a good option given the price.
 
IMO just build unstoppable if you want this effect

risk/reward element of itemization involves whether you wanted a dispel earlier in T3 form or something more effective later like unstoppable (or even divine barrier)
 
I just had a similar idea and wanted to make separate thread until I found your post.
It would be handy to have such an item, because some debuffs are way too easy to reaplicate (Mirage's Fire Scarabs, Infernus's Afterburn, Venator's Consecrating Grenade, Toxic Bullets, Silencer, Inhibitor, Slowing Bullets, etc.)

Let's be real, Unstoppable, Divine Barrier and Spellbreaker serve different purpose entirely.
You pick Unstoppable for CC immunity, Spellbreaker for Spirit-based damage burst protection and Divine Barrier for either a shield, or the ability to remove certain ultimate effects.

Debuff Resist is nice, sure, but only if you manage to hide once those effects are applied.
Their effectiveness is greatly diminished during team-fights, especially against items with build-up mechanics, since weapon damage refreshes their duration and even if cleansed, they can be reapplied after 1.5s at max (even less so with Fire Rate bonuses).

A lot of people complained about this issue in the past, too.
You can hear from other players as well as content creator about "spam meta", "debuff slop" and so on.
Just recently we had yet another nerf to Mirage's Fire Scarabs and Toxic Bullets.
I think an upgrade to Dispel Magic that prevents debuff reapplication addresses those very issues by providing a small window of opportunity when dealing with such effects.

I suggest the following:

Suppress Magic (Dampen Magic): Purge all non-ultimate negative effects currently applied to you.
If any effects were removed, heal yourself, gain movement speed bonus and prevent those effects from being reapplied for 3 seconds. Cannot be used while Stunned or Slept.

Depending how powerful the item will turn up to be, other stats such as cooldown or spirit resist could be changed as well.
 
I just had a similar idea and wanted to make separate thread until I found your post.
It would be handy to have such an item, because some debuffs are way too easy to reaplicate (Mirage's Fire Scarabs, Infernus's Afterburn, Venator's Consecrating Grenade, Toxic Bullets, Silencer, Inhibitor, Slowing Bullets, etc.)

Let's be real, Unstoppable, Divine Barrier and Spellbreaker serve different purpose entirely.
You pick Unstoppable for CC immunity, Spellbreaker for Spirit-based damage burst protection and Divine Barrier for either a shield, or the ability to remove certain ultimate effects.

Debuff Resist is nice, sure, but only if you manage to hide once those effects are applied.
Their effectiveness is greatly diminished during team-fights, especially against items with build-up mechanics, since weapon damage refreshes their duration and even if cleansed, they can be reapplied after 1.5s at max (even less so with Fire Rate bonuses).

A lot of people complained about this issue in the past, too.
You can hear from other players as well as content creator about "spam meta", "debuff slop" and so on.
Just recently we had yet another nerf to Mirage's Fire Scarabs and Toxic Bullets.
I think an upgrade to Dispel Magic that prevents debuff reapplication addresses those very issues by providing a small window of opportunity when dealing with such effects.

I suggest the following:

Suppress Magic (Dampen Magic): Purge all non-ultimate negative effects currently applied to you.
If any effects were removed, heal yourself, gain movement speed bonus and prevent those effects from being reapplied for 3 seconds. Cannot be used while Stunned or Slept.

Depending how powerful the item will turn up to be, other stats such as cooldown or spirit resist could be changed as well.
Thank you for explaining the issue more clearly.

YES, FINALLY SOMEONE WHO UNDERSTANDS
 
Back
Top