Dynamic Refresher?

Kinghyto

New member
I want to start by saying that I believe the state of refresher as an item is in a really great place for 95% of scenarios. The other 5% of scenarios all come down to certain hero's ultimate abilities.

For the sake of my argument, I will state the obvious by saying: certain hero's have stronger ults than others. This "claim", if you want to call it that, is directly supported by the fact that certain hero's have longer ult cooldowns than others. When new patches come out and ult cooldowns are increased or decreased, this is almost a direct statement from the devs saying which ults they think are stronger than others. In the most recent patch, Dynamo's ult cooldown was increased from 191 seconds to 215 seconds. That is one of the largest ult cooldown increases we have ever seen in a single patch! As it stands now, Dynamo's ult cooldown is 45 seconds longer than the next longer ult cooldown in the game! I think this directly supports the fact that Dynamo's ult is currently the best ult in the game BY FAR. I do not think many people will argue that.

Finally, to the point of my post. I think that there needs to be some sort of dynamic aspect to Refresher. Hero's with longer ult cooldowns, like Dynamo, get incredible value out of this item. Meanwhile, it is much harder to justify hero's like Paradox, Mo&Krill, and Yamato buying this item, since their cooldowns are some of the lowest. I recognize and understand that not every item is suitable for every hero to buy. With that being said, I believe the current state of Dyanamo buying Refresher is a bit ridiculous. It seems a bit unfair for Dynamo to be able to ult back to back for just 6,200 souls.

I think there are two potential solutions:

The first one would be to have the price of Refresher dynamically scale with the hero's base ult cooldown time. The problem with this is that it would open up an even bigger can of worms since Refresher also eliminates the cooldowns of the rest of the toolkit. So, for example, hero's with the lowest ult cooldowns (therefore having to pay the least amount for refresher) will get an item that will refresh their entire toolkit for very cheap. I think this solution would actually create more "price to performance" scenarios that are not fair to have. Right now, as stated, I believe the only unfair "price to performance" scenario with Refresher is Dynamo and his ult.​
The second potential solution is to have a cast delay, similar to Echo Shard, only on the ultimate ability, after using Refresher. The duration of this cast delay would scale with the hero's ult cooldown. This cast delay range could be somewhere between 0 and 10 seconds, or whatever makes most sense. So, for example, if a hero like Paradox or Mo&Krill using Refresher, they will be able to use their ult again instantly. Meanwhile, hero's like Dynamo, would have a 10 second cast delay on their ult. I think this solution would be much better since it would only effect the ultimate ability and not effect the amount of souls a hero would need to spend.​

With all of this being said, I understand that this game is in early access and I have the utmost respect for the game devs and all the work they have put into this incredible game. This is merely a suggestion that I think would greatly improve mid and late game team fights. I look forwards to, and encourage, hearing what others may think of this issue and the potential solutions I have laid out!
 
I think that that is a good idea with the ult delay, I don't think it should be like 10 seconds but maybe like 2-3 to give some breathing room. Also having the cooldown duration scale with Ult doesn't seem practical for 2 reasons.
1. Trying to build craft would the item show the stats per hero ie (200 dynamo or 120 lash) or would it show a flat rate?
2. If the cooldown of the ult is reduced (via upgrades or items) does refresher's cooldown change as well?
 
I think that that is a good idea with the ult delay, I don't think it should be like 10 seconds but maybe like 2-3 to give some breathing room. Also having the cooldown duration scale with Ult doesn't seem practical for 2 reasons.
1. Trying to build craft would the item show the stats per hero ie (200 dynamo or 120 lash) or would it show a flat rate?
2. If the cooldown of the ult is reduced (via upgrades or items) does refresher's cooldown change as well?
I agree 10 seconds would be a bit long. I merely set the range as 0-10 for argument's sake. I would trust the devs to hash out the exact range if implementing this suggestion.

As for your first question, I do agree it may be hard to illustrate or convey this in the item description. At the moment I cannot think of a solution. I would love any suggestions.

And for you second question, I think it would have to be based on the base ult cooldown time before any items or ability upgrades, because the base value is essentially the unofficial quantification of how good an ult is. Having cooldown reduction items be able to effect this would add a level of complexity that may just end up being confusing to players, which then makes you ask your first question all over again. Although, I do recognize that there would be a strong argument for cooldown reduction items to effect it. For ease of implementation and player understanding of this change, I think it should only be based off the base ult cooldown time.
 
How about turning it into a channeling item? Player would need to stand still and channel for a few seconds to activate its effects, which could include refreshing all skill cooldowns, restoring full HP, and removing debuffs etc.
This change would position Refresher as an item best used between fights rather than during fights, reducing its immediate impact in the heat of battle while still keeping it a valuable tool for strategic gameplay.
 
How about turning it into a channeling item? Player would need to stand still and channel for a few seconds to activate its effects, which could include refreshing all skill cooldowns, restoring full HP, and removing debuffs etc.
This change would position Refresher as an item best used between fights rather than during fights, reducing its immediate impact in the heat of battle while still keeping it a valuable tool for strategic gameplay.
Wow, I really like this idea! Maybe it can be an item that you have to have not taken damage for a few seconds, similar to Majestic Leap, in order to use it. That way it cannot be abused in the middle of a big team fight.
 
Back
Top