technicalwaffle
Member
Some essential items that you would ideally never sell in the late game now build into useful 6200's, but it feels pretty bad to have to hold on to a crucial 1250 or even 500 item even when the game hits ultra-late game stages. A system that allows you to basically increase the stats of an item at a slightly negative cost to effectiveness ratio could be both a QOL change and a new strategic avenue for players to look into.
Basically how it works is items can be upgraded to only improve the base stats they give and their active/passive effects. Upgrading is not quite as cost efficient as simply just buying another item, so you would really need to play around a core item if you're looking to upgrade it early. For example, you can upgrade Fleetfoot like so:
(Every item would have a 6200 version, so in this case there would be a Fleetfoot III, 500 soul items would have a IV tier and 3000 soul items would only have a II tier)
The idea is to provide every single hero a satisfying endgame build without making every single 6200 item have a cheaper component, while also maybe providing new itemization strategies. While it's not optimal in most cases to tier up cheaper items, this could be the solution to keeping one-ability funnel builds around with the new diminishing stacking on ability duration and range. You would still get diminishing returns if you stack these stats on multiple items, but since tiering up cheaper items can be more specifically tuned, stats gained from one source could only offer diminishing returns if stacked on top of other unique sources.
Basically how it works is items can be upgraded to only improve the base stats they give and their active/passive effects. Upgrading is not quite as cost efficient as simply just buying another item, so you would really need to play around a core item if you're looking to upgrade it early. For example, you can upgrade Fleetfoot like so:
(Every item would have a 6200 version, so in this case there would be a Fleetfoot III, 500 soul items would have a IV tier and 3000 soul items would only have a II tier)
The idea is to provide every single hero a satisfying endgame build without making every single 6200 item have a cheaper component, while also maybe providing new itemization strategies. While it's not optimal in most cases to tier up cheaper items, this could be the solution to keeping one-ability funnel builds around with the new diminishing stacking on ability duration and range. You would still get diminishing returns if you stack these stats on multiple items, but since tiering up cheaper items can be more specifically tuned, stats gained from one source could only offer diminishing returns if stacked on top of other unique sources.