makoslugger
New member
I had this idea about the power of both diviner's kevlar and superior cooldown. Those items are often bought together on builds trying to spam their ults and the combined cooldown reduction allows ultimates to be up too frequently. It fundamentally harms one of the more fun macro elements of the game: ult tracking. It doesn't really matter if lash ult or pocket ult go down if there's only a 50 second window to punish it. Pocket is especially egregious because his cooldown starts ticking down when the ultimate is cast and not at the end of the effect.
By making improved cooldown build into diviner's kevlar and removing superior cooldown. You can eliminate the most popular source of stacking cooldown reduction and you can still allow other builds to get a source of cooldown reduction with relatively low investment. I suspect you'd also need to nerf improved cooldown in this patch because otherwise it will slot into every build.
Diviner's kevlar would probably need to inherit some of improved cooldown's miscellaneous stats like increased health and/or ammo to compensate.
By making improved cooldown build into diviner's kevlar and removing superior cooldown. You can eliminate the most popular source of stacking cooldown reduction and you can still allow other builds to get a source of cooldown reduction with relatively low investment. I suspect you'd also need to nerf improved cooldown in this patch because otherwise it will slot into every build.
Diviner's kevlar would probably need to inherit some of improved cooldown's miscellaneous stats like increased health and/or ammo to compensate.