Item that uses multiple charges at once

warppig1000

New member
Uses like 3-5 charges for a single empowered cast, but of-course you have to wait for all the charges to come back.
yeah that's it.
Component of Extra Charge? Could be a toggle active like Blood Tribute if you don't want it. or it triggers when you have full charges.
 
Uses like 3-5 charges for a single empowered cast, but of-course you have to wait for all the charges to come back.
yeah that's it.
Component of Extra Charge? Could be a toggle active like Blood Tribute if you don't want it. or it triggers when you have full charges.
Absolutely should not be 3. 2 at best. Can only be used at full charges, but it takes up only 2.
Think Dynamo.
1.8*2 = 3.6 spirit scaling.
Sinclair (with Assistant)
(1.86 * 2) * 2 = 7.44 spirit scaling
 
Really funny idea, I kinda like it. HOWEVER
It might be a bit TOO cheesy and might cause more headaches than its worth.
For every time you'd instantly win and trivialize fights with one spell, just as many times are you going to start getting counterspelled and spellbreaker'd.
The feast-or-famine nature of the item kinda will make it borderline broken in low MMR's where counter-items don't really exist and kinda bad for higher MMR's where people will be too aware of its existence. (or it just might be broken anyway, cause with a little coordination you probably can get free full-charged stomps with any decent setup for example.)

Absolutely should not be 3. 2 at best. Can only be used at full charges, but it takes up only 2.
Think Dynamo.
1.8*2 = 3.6 spirit scaling.
Sinclair (with Assistant)
(1.86 * 2) * 2 = 7.44 spirit scaling

Just read this post as I was about to reply and it kind of solves the primary problems with an item like this.
Capping it off at 2 and only useable at max stacks make it significantly more reasonable. (could even have an active element to have some form of power budgeting in mind when building it; could maybe even allow it to be used at any charge level in this case)
 
thinking something like each additional charge used empowers the cast by ~50% with falloff. (2 charges 150% as powerful, 3 charges ~180%, 4 charges ~200%).
So you have to weigh, do I cast this once, or in a single burst?

I'm just imagining a Single Cast McGuiness Turret. Now that wouldn't be a 'Mini Turret'.

...Though when I brought this idea up to my mate he mentioned something like 'Jar of the Dead' would be annoying as that has many charges, charges are gained conditionally, and there's a long cooldown between charges.
Having an item be slightly different for every single charged ability is ehhh.
Then I think "What if all the skulls were combined into one big skull?" And I think "flavor is so awesome...".
 
thinking something like each additional charge used empowers the cast by ~50% with falloff. (2 charges 150% as powerful, 3 charges ~180%, 4 charges ~200%).
So you have to weigh, do I cast this once, or in a single burst?

I'm just imagining a Single Cast McGuiness Turret. Now that wouldn't be a 'Mini Turret'.

...Though when I brought this idea up to my mate he mentioned something like 'Jar of the Dead' would be annoying as that has many charges, charges are gained conditionally, and there's a long cooldown between charges.
Having an item be slightly different for every single charged ability is ehhh.
Then I think "What if all the skulls were combined into one big skull?" And I think "flavor is so awesome...".
i really like the big deadhead idea so im all for it personally (and let it be known, i DONT play graves ;) )

the idea of the zombie army being a bit more misshapen with some large some small sounds really cool to me...

for some reason, i read these posts initially with the assumption that multicasts were going to be rated diminishingly

it does bring a logistical problem to have it be a bit unique for heroes with unconventional charged ability but i think it would make it all the more interesting of an item, at least worthy of t4 status (while not being so extraordinary that it reads too alternative like a street brawl item)
 
Uhhh here's my game design

6400
(Component: Extra Charge.)
+1 Charge.
+7 Spirit Power on Charged Abilities.
Toggle -
Your charged abilities use up to 5 charges at a time. Each additional charge empowers ALL applicable stats of the cast.
2 charges - 130%
3 charges - 155%
4 charges - 180%
5 charges - 200%
[Has an effect to indicate: ex. turrets, thorns, bolt, ... grow bigger and more emanate red.]

Get ready for the Vindicta ultra snipe
 
Uhhh here's my game design

6400
(Component: Extra Charge.)
+1 Charge.
+7 Spirit Power on Charged Abilities.
Toggle -
Your charged abilities use up to 5 charges at a time. Each additional charge empowers ALL applicable stats of the cast.
2 charges - 130%
3 charges - 155%
4 charges - 180%
5 charges - 200%
[Has an effect to indicate: ex. turrets, thorns, bolt, ... grow bigger and more emanate red.]

Get ready for the Vindicta ultra snipe
add it yoshi
 
Really funny idea, I kinda like it. HOWEVER
It might be a bit TOO cheesy and might cause more headaches than its worth.
For every time you'd instantly win and trivialize fights with one spell, just as many times are you going to start getting counterspelled and spellbreaker'd.
The feast-or-famine nature of the item kinda will make it borderline broken in low MMR's where counter-items don't really exist and kinda bad for higher MMR's where people will be too aware of its existence. (or it just might be broken anyway, cause with a little coordination you probably can get free full-charged stomps with any decent setup for example.)



Just read this post as I was about to reply and it kind of solves the primary problems with an item like this.
Capping it off at 2 and only useable at max stacks make it significantly more reasonable. (could even have an active element to have some form of power budgeting in mind when building it; could maybe even allow it to be used at any charge level in this case)
Active side that is a toggle, your next charge will shoot something out with double the effects. Just, double. And would only trigger when the charge is max and the active is toggled on. This should apply, even with the multiple charge item (Omnicharge Signet) in Street Brawl.

So for example on Holiday, at max charges (with active toggle on), your barrel is double strong, stacking the effects, as well as the jump pad will be double as strong, double air control, double distance gained, etc etc, if jump pad was at max characters and active was on.
 
Uhhh here's my game design

6400
(Component: Extra Charge.)
+1 Charge.
+7 Spirit Power on Charged Abilities.
Toggle -
Your charged abilities use up to 5 charges at a time. Each additional charge empowers ALL applicable stats of the cast.
2 charges - 130%
3 charges - 155%
4 charges - 180%
5 charges - 200%
[Has an effect to indicate: ex. turrets, thorns, bolt, ... grow bigger and more emanate red.]

Get ready for the Vindicta ultra snipe
So you can get +3 extra charges, with Rapid + this new item.

Rock holiday.
+3 and +3 makes +6
You can max out your dps, or make it stronger, be more wasteful, but ensure a kill or a knock up. And have some spare barrels if it was max.

Or a drifter bleed that lasts twice as long, with it doing double damage.

Or a haze smoke bomb that you run +14m, and grants 60% bullet lifesteal for 10 seconds.

Yeah. I like that.
 
thinking something like each additional charge used empowers the cast by ~50% with falloff. (2 charges 150% as powerful, 3 charges ~180%, 4 charges ~200%).
So you have to weigh, do I cast this once, or in a single burst?

I'm just imagining a Single Cast McGuiness Turret. Now that wouldn't be a 'Mini Turret'.

...Though when I brought this idea up to my mate he mentioned something like 'Jar of the Dead' would be annoying as that has many charges, charges are gained conditionally, and there's a long cooldown between charges.
Having an item be slightly different for every single charged ability is ehhh.
Then I think "What if all the skulls were combined into one big skull?" And I think "flavor is so awesome...".
Simple. At 200%, the skulls will search at 14m, dash 30m + 2.0x spirit, 60% move speed, slow duration 2 seconds, 10 heal + 0.2x spirit on pickup. Gives 16 deadheads. Have double health (melee still is op).

However, considering it is quite slow to get the charges back up, this can already be a balanced. Because you can turn it off and just get better value over the long run. But if you want to overwhelm them now, you should be allowed to do it, at the expense of 5, when you could have done it over 2 and more in a longer period and less wasteful.

Just think when it's 200% or whatever, it increases *every* aspect of that statistic. It can absolutely cause an ability (or abilities) to suddenly get options, without drastically changing too much.
 
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