I really like the format of the post by cjflaherty4 for Spirit Snatch, so I am shamelessly stealing their format.
Some preamble, skip if you only care for the item.
I think that many of us can agree - spirit damage feels pretty bad to try to defend against. If you've got a dominant hero on the other team who's building for gun damage you can simply buy metal skin and/or return fire and largely be okay. We will see how the metal skin change from the 11/21 patch changes this, but since the effects of that change are yet to be realized by the wider community, let's consider metal skin the de facto BiS "anti gun hero" item.
I see people calling for a "Spirit Metal Skin" but I don't think that's the way to go. Not only is it boring / derivative from a design standpoint, I don't think that a Spirit Metal Skin would be functionally different from an Ethereal Shift that allows you to move, and not being able to take actions during E Shift is an important element of keeping the item balanced.
Heroes that do damage with Spirit primarily do so with abilities, which have cooldowns and potential to miss just like guns do. I know Power Slash feels bad to play against - I am operating under the assumption that abilities like Power Slash will be tuned eventually to feel less unfair. I don't think pressing one button to negate potentially multi-minute cooldowns would not facilitate interactive gameplay, especially if the item is good enough that entire teams buy it, effectively killing Spirit as a damage type.
I think a better solution would be to combat the damage amp given by items / abilities by increasing spirit resist based on the number of instances of spirit damage you take.
I don't know the damage system intricately enough to know exactly how the math of Escalating Exposure(EE) maths out, but from a surface-level, layman's perspective, you can potentially get +80% outgoing spirit damage and -12% spirit resist on any number of targets. Let's say the average engagement lasts 30 seconds and the average time you are actually able to stack EE is more like 7 seconds. That's approximately a 40% damage amp for your damage on the target, and 12% more spirit damage taken from everyone on your team. This more than negates Improved Spirit Armor entirely. Of course, there are many other sources of Spirit Resist, but none of those items are as effective for the purpose of reducing incoming Spirit Damage as a passive stat. At most, these items have 1/3rd the value of Improved Spirit Armor in addition to their other effects and not all heroes are going to be able to fit all of these items in their builds.
I think a rough draft of the item would look like this:
Resilient Soul:
Some preamble, skip if you only care for the item.
I think that many of us can agree - spirit damage feels pretty bad to try to defend against. If you've got a dominant hero on the other team who's building for gun damage you can simply buy metal skin and/or return fire and largely be okay. We will see how the metal skin change from the 11/21 patch changes this, but since the effects of that change are yet to be realized by the wider community, let's consider metal skin the de facto BiS "anti gun hero" item.
I see people calling for a "Spirit Metal Skin" but I don't think that's the way to go. Not only is it boring / derivative from a design standpoint, I don't think that a Spirit Metal Skin would be functionally different from an Ethereal Shift that allows you to move, and not being able to take actions during E Shift is an important element of keeping the item balanced.
Heroes that do damage with Spirit primarily do so with abilities, which have cooldowns and potential to miss just like guns do. I know Power Slash feels bad to play against - I am operating under the assumption that abilities like Power Slash will be tuned eventually to feel less unfair. I don't think pressing one button to negate potentially multi-minute cooldowns would not facilitate interactive gameplay, especially if the item is good enough that entire teams buy it, effectively killing Spirit as a damage type.
I think a better solution would be to combat the damage amp given by items / abilities by increasing spirit resist based on the number of instances of spirit damage you take.
I don't know the damage system intricately enough to know exactly how the math of Escalating Exposure(EE) maths out, but from a surface-level, layman's perspective, you can potentially get +80% outgoing spirit damage and -12% spirit resist on any number of targets. Let's say the average engagement lasts 30 seconds and the average time you are actually able to stack EE is more like 7 seconds. That's approximately a 40% damage amp for your damage on the target, and 12% more spirit damage taken from everyone on your team. This more than negates Improved Spirit Armor entirely. Of course, there are many other sources of Spirit Resist, but none of those items are as effective for the purpose of reducing incoming Spirit Damage as a passive stat. At most, these items have 1/3rd the value of Improved Spirit Armor in addition to their other effects and not all heroes are going to be able to fit all of these items in their builds.
I think a rough draft of the item would look like this:
Resilient Soul:
- Vitality Item
- Costs 6,200 Souls
- 7% Spirit Resist
- 10% Movement Slow Resist
- +150 Bonus Health
- Taking Spirit Damage applies stacking Spirit Resist that reduces your Spirit Damage taken.
- +2% Spirit Resist per stack
- 15 Max Stacks
- 6s Duration
- 0.5s Max Frequency
- Once you reach 15 Stacks, their Duration doubles but does not refresh. Active Roots or Disarms are removed. Your movement speed is increased by 2 m/s, and you cannot be Rooted or Disarmed. Once these stacks expire, you may not gain stacks for 45s (unchanged by cooldown reduction). The stack cooldown does not apply if the stacks expire before reaching 15 stacks.
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