My best 25 items, which I would add to the game right now as is.

Alright, I'll give some feedback and some personal opinions on these items + a personal verdict on if I think this item could fit into the game or not.


Frog Spirit​

Personally, I feel like this item is a little bit overtuned; The stats it gives do dwarf extra stamina a bit too much.
100 Extra health compared to extra stamina's 35 and the additional slide and jump speed I feel like are way better than what extra stamina offers. You could make the point that extra stamina can upgrade to superior stamina and frog spirit can't, but I think 250 extra souls of cost (If you sell this item later for superior stamina) is not that much compared to the extra mobility stats that you get with this item.
Maybe instead of 100 Extra health, frog spirit could give something like 3% bullet resist like other Tier 1 items (The reasoning being that bullet resist would help with escaping situations a bit).

Verdict: I do see the appeal of an alternative extra stamina that focuses more on mobility rather than survivability; With a bit of tweaking, I could see this item being in the game.


Bundle Sale​

The idea is kind of interesting, but for an item in the game, this is a hard no from me. This item is too RNG heavy for something that can have such a strong impact. This sort of randomness should be kept only for smaller things like golden statue buffs.

Verdict: This shouldn't be in the game.


Debuff Converter​

I like the idea of Debuff Converter, an alternative to Debuff Remover that instead of removing debuffs it empowers you through them. Though, I feel like 10% weapon damage per stack is a bit much, maybe lower it to 5-6% like berserker; My reasoning for that is that some debuffs are not that powerful to warrant a 10% damage buff .

Verdict: Definitely something I'd want to see in the game.


Boxer's Aura​

I like the idea, but I think it should give more melee based passive stats (Maybe melee damage instead of weapon damage). The stats on this are currently pretty weak if you compare it to Point Blank which is the alternate to this item.
The changes I would make would maybe be to convert the weapon damage to melee damage and maybe even introduce a +25% slide distance stat which would synergise well with more melee heroes (Which this item is tailored for).

Verdict: Give it slightly different passive stats and I think it'd be cool to see in the game.


Psychic Body​

This is a very interesting item, making melee damage scale with spirit and not weapon is a very very interesting concept. On one hand, this could bring more melee heavy playstyles to heroes that would otherwise never touch those (Vindicta and Grey Talon are some from the top of my head). As for the 1% Weapon Damage to 1 Spirit Power converstion, I think that's good enough. Also pay in mind that melees could trigger spirit based effects like mystic Vulnerability, Suppressor or Escalating Exposure.

Verdict: A very interesting item, not sure if it should be in the game though.


Ghostly Thread​

I've seen a couple variations on this idea before, I think it's pretty neat. It's quite a niche item, but it could provide quite support with escapes or pushing over otherwise unaccessible areas (Especially since this variant of the item cannot be used by enemies).

Verdict: A pretty innofensive, but also fun item if used well. I wouldn't mind this being in the game.


Lead of Life​

I'm kind of confused about this item since it doesn't have any stat for healing provided. I am going to give an estimate and say that it should convert 10% of your bullet damage to healing (Could be higher or lower). I also think it would be cool if this item could trigger item or ability effects that would normally deal damage or target enemies. (From the top of my head: Holliday's Crackshot could convert headshot damage to healing (Same for headhunter), Richochet would provide healing to anyone nearby).
I think the price of 3500 souls is pretty good, maybe a bit high (Could be a 4250 soul item too). For the passive stats you could maybe add a +10% bullet falloff distance stat.
If I had to add more to this, maybe make it so you cannot damage enemies with bullets while the item is active; Maybe you could even make it so accidentally shooting enemies would heal them (I'm not too much of a fan of the latter though).

Verdict: I like this item, I like more unorthodox ways of providing support and especially the ability to give more heroes the ability to fill a support role. (Also I think "Healing Lead" would be a better name for this)


Inner Power​

I really like the idea of an item that gives restorative powers to multiple of your stats, though I'm not entirely sure about giving an entirely new resource to use.

Verdict: Cool idea, maybe a bit too complex for a single item (Or maybe not, I can't make my mind about it).


Sidearm​

I really like the idea, I don't have too much to say about it. This item could provide a 100% uptime on weapon damage (if it also applies weapon based effects) which I think is pretty powerful.

Verdict: Pretty neat concept, I could be in the game


Engraved Bulletz​

I like this item too, a decently interesting counter to bullet shield. I fear this may make bullet shields weaker though, especially since you made this a tier 1 item which would make this item purchasable at the start of the game. I do like the second passive effect though, pretty neat.

Verdict: Could bring some slight balance issues, but I don't see this item as being too problematic.


Projectile Punch​

Interesting concept, though it could be kinda jank and annoying if not properly implemented. The projectile from the punch should be easy to see and also slow enough for people to be able to parry it. But to be entirely honest, I am not the biggest fan of converting melee attacks to ranged projectiles, it sort of invalidates the point of melee attacks in the first place.

Verdict: I don't see too much issue with this, but I personally wouldn't want this in the game.


Saturn's Ring​

This is kind of just a different version of torment pulse that is just much cheaper. I don't really know what to say about this one, it just feels like an item of all time, it isn't too powerful and it feels like it would be kind of weak actually. Also I think the range is a bit much, Torment pulse only has 9m and this is more than 4 times that.

Verdict: I don't know, personally not too much of a fan.


Jupiter's Ring​

At first I thought "Wow this item is really damn good for the amount of shield it gives you and its cooldown", but then I noticed that it has a duration. This item is kind of not it, it gives you 400 spirit and bullet shield every 17 seconds which sounds really good but then the 2 second duration on it means you will not be able to take advantage of its effects most of the time. Maybe in a team fight you could randomly be blessed by this item's effects, but I just don't really like the fact that you can't really use it when you need it and you just have to hope that it triggers at the right time.

Verdict: This item is just not that great, not a thing I'd see being added.


Biting Cold​

This is just a stronger, automatic version of cold front. (I'm assuming stronger since the damage it does doesn't say which type of damage it is and what scaling it has, so I'll assume they are the same as cold front). I am conflicted about this item, I think it doesn't provide any interesting new interactions and it's just a more souped up cold front.

Verdict: I don't see a good reason this should be in the game in the first place.


Cripple​

I like the idea and it does have reason to exist, applying slowing through melees the enemy is in melee range for a longer period of time. Also Isn't the second effect kinda useless? You can't really do anything with the double damage you get cause you can't do anything in ethereal shift.

Verdict: Second effect is useless, though the slowing melee works and makes sense to exist.


Ravenous Claws​

I like this item for the combo it sort of creates: inflicting spirit damage, meleeing and then using your weapon for a headshot; it kind of reminds me of Bebop in a way (Which this item would fit perfectly actually thinking about it). Though, I think the extra melee and headshot damage is a bit much, especially with the fact that it doesn't have any cooldown unlike Headhunter (Comparing with that item since it also inflicts headshot damage)

Verdict: Pretty cool, I'd like to see this in the game with some tweaking.


Overflow​

I really like the idea and I personally think this wouldn't be too strong. I could imagine this would work best for players entering in the middle of team fights, since they would be fully healed unlike other heroes, Overflow could slightly make up for the absence in the fight.

Verdict: I like this, this is worth adding.


Manifest Cube​

It's a fun item, nothing else to say. (Also you mistyped meleeing and instead of cooldown and spirit damage it's 15s of stat and 100 stat)

Verdict: Not sure how viable this would be, but it would be fun to use.


Null Space​

This item is just too strong, you could potentially ethereal shift 11 people all at once (Assuming you don't target yourself with this item). This can very easily completely disrupt fights, plays or ultimates. This is just ethereal shift but on overdrive and the 6k cost is not enough.

Verdict: This is too strong, it needs serious tweaks if it wants to be in the game.


Supercharged Bullets​

While I like the idea of an active item slowly building up a weapon damage stack when used, this item is just too complicated. There are way too many effects and with max stacks, this item is a bit too strong with all the effects it provides.

Verdict: This shouldn't be in the game, it's too much for a single item.


Seer's Touch​

I like the idea, but the healing should be based on cooldown instead of just being a flat number. Something like "2 Health for each second of cooldown the ability has" could work instead. As for charged abilities, maybe something like "30% less healing if the ability is charged" would be interesting to see and it would give charged abilities and interesting advantage. I think this could work better as a tier 2 or 3 item instead, making it a tier 1 item takes away from its potential.

Verdict: I like the item, but it needs tweaks before it could be viable.


Indignation​

I'm going to assume the percentual reduction is flat (-50% would mean that something like 70% bullet lifesteal would go down to 20% instead of 35%), if that's the case, then I could see a use for this. This would be a stronger but also more focused version of healbane (I would personally make this a tier 2 vitality item to compete with it), which could open more options to what kind of healing reduction you really need.

Verdict: I like the idea and with some changes it would be a cool item to have in the game.


Trascendence​

The effect feels to similar to Unstoppable and Debuff Remover. The only improvements I can see with is that it can also be used on teammates which can't be done with Unstoppable or Debuff Remover. The 1 second of invulnerability I am not going to count since that is barely anything.
This concept is already in the game and this item doesn't do anything different enough to warrant it being its own thing.

Verdict: Doesn't have a purpose, it's just a different Debuff Remover.


In The Zone​

Same as Trascendence, the 1 second of invulnerability barely anything and with this item is even worse (With Trascendence, the purging of negative effects at least meant you could have a chance at escaping with fast heroes like Lash). I also think that 60% max health is a pretty weird treshold since I'd assume most people would start running away from danger when they were at lower health.
Also I feel like the other buffs it gives are rather high, especially the weapon damage.

Verdict: Not sure about this.


Experimental Clips​

The idea for this is really interesting. Tiny mags with way faster reload time is definitely an idea worth testing + the extra damage on the first bullet. 20% weapon damage for a 1750 soul item with these other stats feels a bit high though.

Verdict: This should definitely be tested.
 
Alright, I'll give some feedback and some personal opinions on these items + a personal verdict on if I think this item could fit into the game or not.


Frog Spirit​

Personally, I feel like this item is a little bit overtuned; The stats it gives do dwarf extra stamina a bit too much.
100 Extra health compared to extra stamina's 35 and the additional slide and jump speed I feel like are way better than what extra stamina offers. You could make the point that extra stamina can upgrade to superior stamina and frog spirit can't, but I think 250 extra souls of cost (If you sell this item later for superior stamina) is not that much compared to the extra mobility stats that you get with this item.
Maybe instead of 100 Extra health, frog spirit could give something like 3% bullet resist like other Tier 1 items (The reasoning being that bullet resist would help with escaping situations a bit).

Verdict: I do see the appeal of an alternative extra stamina that focuses more on mobility rather than survivability; With a bit of tweaking, I could see this item being in the game.


Bundle Sale​

The idea is kind of interesting, but for an item in the game, this is a hard no from me. This item is too RNG heavy for something that can have such a strong impact. This sort of randomness should be kept only for smaller things like golden statue buffs.

Verdict: This shouldn't be in the game.


Debuff Converter​

I like the idea of Debuff Converter, an alternative to Debuff Remover that instead of removing debuffs it empowers you through them. Though, I feel like 10% weapon damage per stack is a bit much, maybe lower it to 5-6% like berserker; My reasoning for that is that some debuffs are not that powerful to warrant a 10% damage buff .

Verdict: Definitely something I'd want to see in the game.


Boxer's Aura​

I like the idea, but I think it should give more melee based passive stats (Maybe melee damage instead of weapon damage). The stats on this are currently pretty weak if you compare it to Point Blank which is the alternate to this item.
The changes I would make would maybe be to convert the weapon damage to melee damage and maybe even introduce a +25% slide distance stat which would synergise well with more melee heroes (Which this item is tailored for).

Verdict: Give it slightly different passive stats and I think it'd be cool to see in the game.


Psychic Body​

This is a very interesting item, making melee damage scale with spirit and not weapon is a very very interesting concept. On one hand, this could bring more melee heavy playstyles to heroes that would otherwise never touch those (Vindicta and Grey Talon are some from the top of my head). As for the 1% Weapon Damage to 1 Spirit Power converstion, I think that's good enough. Also pay in mind that melees could trigger spirit based effects like mystic Vulnerability, Suppressor or Escalating Exposure.

Verdict: A very interesting item, not sure if it should be in the game though.


Ghostly Thread​

I've seen a couple variations on this idea before, I think it's pretty neat. It's quite a niche item, but it could provide quite support with escapes or pushing over otherwise unaccessible areas (Especially since this variant of the item cannot be used by enemies).

Verdict: A pretty innofensive, but also fun item if used well. I wouldn't mind this being in the game.


Lead of Life​

I'm kind of confused about this item since it doesn't have any stat for healing provided. I am going to give an estimate and say that it should convert 10% of your bullet damage to healing (Could be higher or lower). I also think it would be cool if this item could trigger item or ability effects that would normally deal damage or target enemies. (From the top of my head: Holliday's Crackshot could convert headshot damage to healing (Same for headhunter), Richochet would provide healing to anyone nearby).
I think the price of 3500 souls is pretty good, maybe a bit high (Could be a 4250 soul item too). For the passive stats you could maybe add a +10% bullet falloff distance stat.
If I had to add more to this, maybe make it so you cannot damage enemies with bullets while the item is active; Maybe you could even make it so accidentally shooting enemies would heal them (I'm not too much of a fan of the latter though).

Verdict: I like this item, I like more unorthodox ways of providing support and especially the ability to give more heroes the ability to fill a support role. (Also I think "Healing Lead" would be a better name for this)


Inner Power​

I really like the idea of an item that gives restorative powers to multiple of your stats, though I'm not entirely sure about giving an entirely new resource to use.

Verdict: Cool idea, maybe a bit too complex for a single item (Or maybe not, I can't make my mind about it).


Sidearm​

I really like the idea, I don't have too much to say about it. This item could provide a 100% uptime on weapon damage (if it also applies weapon based effects) which I think is pretty powerful.

Verdict: Pretty neat concept, I could be in the game


Engraved Bulletz​

I like this item too, a decently interesting counter to bullet shield. I fear this may make bullet shields weaker though, especially since you made this a tier 1 item which would make this item purchasable at the start of the game. I do like the second passive effect though, pretty neat.

Verdict: Could bring some slight balance issues, but I don't see this item as being too problematic.


Projectile Punch​

Interesting concept, though it could be kinda jank and annoying if not properly implemented. The projectile from the punch should be easy to see and also slow enough for people to be able to parry it. But to be entirely honest, I am not the biggest fan of converting melee attacks to ranged projectiles, it sort of invalidates the point of melee attacks in the first place.

Verdict: I don't see too much issue with this, but I personally wouldn't want this in the game.


Saturn's Ring​

This is kind of just a different version of torment pulse that is just much cheaper. I don't really know what to say about this one, it just feels like an item of all time, it isn't too powerful and it feels like it would be kind of weak actually. Also I think the range is a bit much, Torment pulse only has 9m and this is more than 4 times that.

Verdict: I don't know, personally not too much of a fan.


Jupiter's Ring​

At first I thought "Wow this item is really damn good for the amount of shield it gives you and its cooldown", but then I noticed that it has a duration. This item is kind of not it, it gives you 400 spirit and bullet shield every 17 seconds which sounds really good but then the 2 second duration on it means you will not be able to take advantage of its effects most of the time. Maybe in a team fight you could randomly be blessed by this item's effects, but I just don't really like the fact that you can't really use it when you need it and you just have to hope that it triggers at the right time.

Verdict: This item is just not that great, not a thing I'd see being added.


Biting Cold​

This is just a stronger, automatic version of cold front. (I'm assuming stronger since the damage it does doesn't say which type of damage it is and what scaling it has, so I'll assume they are the same as cold front). I am conflicted about this item, I think it doesn't provide any interesting new interactions and it's just a more souped up cold front.

Verdict: I don't see a good reason this should be in the game in the first place.


Cripple​

I like the idea and it does have reason to exist, applying slowing through melees the enemy is in melee range for a longer period of time. Also Isn't the second effect kinda useless? You can't really do anything with the double damage you get cause you can't do anything in ethereal shift.

Verdict: Second effect is useless, though the slowing melee works and makes sense to exist.


Ravenous Claws​

I like this item for the combo it sort of creates: inflicting spirit damage, meleeing and then using your weapon for a headshot; it kind of reminds me of Bebop in a way (Which this item would fit perfectly actually thinking about it). Though, I think the extra melee and headshot damage is a bit much, especially with the fact that it doesn't have any cooldown unlike Headhunter (Comparing with that item since it also inflicts headshot damage)

Verdict: Pretty cool, I'd like to see this in the game with some tweaking.


Overflow​

I really like the idea and I personally think this wouldn't be too strong. I could imagine this would work best for players entering in the middle of team fights, since they would be fully healed unlike other heroes, Overflow could slightly make up for the absence in the fight.

Verdict: I like this, this is worth adding.


Manifest Cube​

It's a fun item, nothing else to say. (Also you mistyped meleeing and instead of cooldown and spirit damage it's 15s of stat and 100 stat)

Verdict: Not sure how viable this would be, but it would be fun to use.


Null Space​

This item is just too strong, you could potentially ethereal shift 11 people all at once (Assuming you don't target yourself with this item). This can very easily completely disrupt fights, plays or ultimates. This is just ethereal shift but on overdrive and the 6k cost is not enough.

Verdict: This is too strong, it needs serious tweaks if it wants to be in the game.


Supercharged Bullets​

While I like the idea of an active item slowly building up a weapon damage stack when used, this item is just too complicated. There are way too many effects and with max stacks, this item is a bit too strong with all the effects it provides.

Verdict: This shouldn't be in the game, it's too much for a single item.


Seer's Touch​

I like the idea, but the healing should be based on cooldown instead of just being a flat number. Something like "2 Health for each second of cooldown the ability has" could work instead. As for charged abilities, maybe something like "30% less healing if the ability is charged" would be interesting to see and it would give charged abilities and interesting advantage. I think this could work better as a tier 2 or 3 item instead, making it a tier 1 item takes away from its potential.

Verdict: I like the item, but it needs tweaks before it could be viable.


Indignation​

I'm going to assume the percentual reduction is flat (-50% would mean that something like 70% bullet lifesteal would go down to 20% instead of 35%), if that's the case, then I could see a use for this. This would be a stronger but also more focused version of healbane (I would personally make this a tier 2 vitality item to compete with it), which could open more options to what kind of healing reduction you really need.

Verdict: I like the idea and with some changes it would be a cool item to have in the game.


Trascendence​

The effect feels to similar to Unstoppable and Debuff Remover. The only improvements I can see with is that it can also be used on teammates which can't be done with Unstoppable or Debuff Remover. The 1 second of invulnerability I am not going to count since that is barely anything.
This concept is already in the game and this item doesn't do anything different enough to warrant it being its own thing.

Verdict: Doesn't have a purpose, it's just a different Debuff Remover.


In The Zone​

Same as Trascendence, the 1 second of invulnerability barely anything and with this item is even worse (With Trascendence, the purging of negative effects at least meant you could have a chance at escaping with fast heroes like Lash). I also think that 60% max health is a pretty weird treshold since I'd assume most people would start running away from danger when they were at lower health.
Also I feel like the other buffs it gives are rather high, especially the weapon damage.

Verdict: Not sure about this.


Experimental Clips​

The idea for this is really interesting. Tiny mags with way faster reload time is definitely an idea worth testing + the extra damage on the first bullet. 20% weapon damage for a 1750 soul item with these other stats feels a bit high though.

Verdict: This should definitely be tested.
Good feedback! I did have a couple mistakes in there which I apologize for. Like cripple working with ethereal shift? That isn't supposed to be there at all, that was from a previous item that I scrapped and made into cripple. I forgot to remove it twice now.

Lead of Life is supposed to heal 100 and 40, rather than 40 and 15 like restorative shot. Completely forgot to put it in this time.

The first item where I don't agree or don't understand the perspective of is Jupiter's Ring. That's one of my favorite. For 2 seconds you are suddenly extra hard to kill, which can play a big part in lots of active fights. I could see the cooldown needing reduced, but potentially this could activate multiple times in one fight as is, blocking a lot of damage.

Then I also disagree about Biting Cold, which just combines cold front and return fire perfectly. I would absolutely love using it as shiv, Abrams, mo, etc. does it provide new mechanics? Not really, but it does what it is intended, to combined the mechanics of cold front and return fire.

Null Space is really interesting because it makes the enemies immune too, which yes it is best to avoid ultimates, but curse can stop an ultimate as well and you can act while they're cursed. Though I can see your perspective.

I don't think that's right with supercharged bullets, think of it as a 3k active spirit version of ricochet. It fits the bill, no? I don't think it's too strong at all with its short uptime.

Yes Indignation reduces a flat amount of lifesteal, which can go negative!

I don't think it makes sense to say transcendence effects are already in the game. The ability to use Debuff remover on others and save them (with the added damage immunity) makes it a completely different item.

The point of In the Zone is that when you're being burst down, you avoid a bunch of the damage and are ready to fight. I think it works much differently than the other shields in this game and would be a loved niche to fill.

Appreciated the feedback!
 
Good feedback! I did have a couple mistakes in there which I apologize for. Like cripple working with ethereal shift? That isn't supposed to be there at all, that was from a previous item that I scrapped and made into cripple. I forgot to remove it twice now.

Lead of Life is supposed to heal 100 and 40, rather than 40 and 15 like restorative shot. Completely forgot to put it in this time.

The first item where I don't agree or don't understand the perspective of is Jupiter's Ring. That's one of my favorite. For 2 seconds you are suddenly extra hard to kill, which can play a big part in lots of active fights. I could see the cooldown needing reduced, but potentially this could activate multiple times in one fight as is, blocking a lot of damage.

Then I also disagree about Biting Cold, which just combines cold front and return fire perfectly. I would absolutely love using it as shiv, Abrams, mo, etc. does it provide new mechanics? Not really, but it does what it is intended, to combined the mechanics of cold front and return fire.

Null Space is really interesting because it makes the enemies immune too, which yes it is best to avoid ultimates, but curse can stop an ultimate as well and you can act while they're cursed. Though I can see your perspective.

I don't think that's right with supercharged bullets, think of it as a 3k active spirit version of ricochet. It fits the bill, no? I don't think it's too strong at all with its short uptime.

Yes Indignation reduces a flat amount of lifesteal, which can go negative!

I don't think it makes sense to say transcendence effects are already in the game. The ability to use Debuff remover on others and save them (with the added damage immunity) makes it a completely different item.

The point of In the Zone is that when you're being burst down, you avoid a bunch of the damage and are ready to fight. I think it works much differently than the other shields in this game and would be a loved niche to fill.

Appreciated the feedback!
Alright, I've read your response and I did change some of my opinions on this, so I'll what I think now.

For Lead of Life I did at first assume it did the healing you would get from Restorative shot but decided not to since it being flat would mean some heroes are way worse with it (Specifically those with less fire rate), I still think healing based on your bullet damage would make it more equal for all heroes which is what I'd like to see.

As for Jupiter's Ring, I do think the buffs are pretty damn strong (though with the current version of the item it's balanced); The issue I had with it is that it would be kind of hard to take advantage of since you can't really control when it activates and 2 seconds of effect every 17 seconds means you don't get it too often and it's often unlikely to activate when you need it to.
The idea I had when reading it was that you could be rewarded for surviving for a long time (Ex.: When trying to escape away from pesky enemies that are chasing you down or playing more safely in team fights and not pushing in). My idea for how it could work instead would be that you get 400 max spirit and bullet shield added to you, and every 5 or so seconds you'd instantly regenerate 100 (Maybe less, this sounds like a bit much). This could make it occur more often.
Another idea I had for this was to make this an active item, and activating it would start a 15 second countdown, which on its end would provide you with 400 spirit and bullet shield for 2-5 seconds. With this version you could have some control on when it triggers but you would still require some careful thinking about when you'd want to get into a fight.
I guess in the end though, thinking a bit more about it, Jupiter's Ring is not as bad as I think it is. You do have the countdown displayed on the item icon itself. I guess I just wanted it to be a more versatile item while this is more for pushes or attacks instead of defenses.

For Biting Cold, I guess it works. I was just a bit unsure about it, since I am not the biggest fan of making upgrades unless the bring something super unique to the table (This is just a personal opinion, I don't see this being bad for the game at all). I don't really have anything against the item, I think it's good effect-wise.

For Null Space, I am still unsure about it. While yes, you can use curse to nullify ults too, it wouldn't work if the attacker is using unstoppable, while with Null Space it would. Null Space could also disrupt multiple abilities or effects (Buffs do run out while ethereal shifting). I do really like the idea, but it would need a couple of tweaks to it.
Maybe using Null Space on someone who was ulting could make the ult go on 20s of cooldown instead of the full cooldown. I just think this item is much stronger than curse which has the same price point.

For Supercharged Bullets, I think the buffs are fine looking at it again. But all the effects you get with the stacks could be a little overwhelming to understand (It could also just be with how the description is written), that was my main criticism with it.
Maybe you could restructure the stack effects a bit and have something akin to something like this:
"Bullets can pierce enemies. Bullets ricochet the more stacks you have, turning electrical at max stacks." I'm not sure about the move speed buff, I feel like you could remove that and make it purely weapon damage based.

For Indignation, Negative Life steal sounds really interesting, Does it just heal you or do you inflict damage onto yourself? I'm not sure what to think about that, it sounds very silly but it would be very powerful. A lot of people don't really get life steal, so you healing your enemies by 25% of your damage or dealing yourself 25% of your damage sounds crazy. Personally I'd say to keep it above 0%, I don't think there's a simple way of making negative life steal work.

For Trascendence, I think a Debuff Remover you can also apply on people is fine, but making it 1750 souls more expensive with the only added effect being a 1 second damage invulnerability is not too great (1 second is really not much at all). Maybe 2 seconds of damage invulnerability could work better, but nothing more than that or otherwise it's a bit too strong.

For In The Zone, I get the point, I envisioned the item as more so something you'd use to facilitate escaping a dire situation, but this also works.

Thanks for listening to my feedback by the way, I really appreciate it! Love the cool concepts you brought to the table here!
 
Alright, I've read your response and I did change some of my opinions on this, so I'll what I think now.

For Lead of Life I did at first assume it did the healing you would get from Restorative shot but decided not to since it being flat would mean some heroes are way worse with it (Specifically those with less fire rate), I still think healing based on your bullet damage would make it more equal for all heroes which is what I'd like to see.

As for Jupiter's Ring, I do think the buffs are pretty damn strong (though with the current version of the item it's balanced); The issue I had with it is that it would be kind of hard to take advantage of since you can't really control when it activates and 2 seconds of effect every 17 seconds means you don't get it too often and it's often unlikely to activate when you need it to.
The idea I had when reading it was that you could be rewarded for surviving for a long time (Ex.: When trying to escape away from pesky enemies that are chasing you down or playing more safely in team fights and not pushing in). My idea for how it could work instead would be that you get 400 max spirit and bullet shield added to you, and every 5 or so seconds you'd instantly regenerate 100 (Maybe less, this sounds like a bit much). This could make it occur more often.
Another idea I had for this was to make this an active item, and activating it would start a 15 second countdown, which on its end would provide you with 400 spirit and bullet shield for 2-5 seconds. With this version you could have some control on when it triggers but you would still require some careful thinking about when you'd want to get into a fight.
I guess in the end though, thinking a bit more about it, Jupiter's Ring is not as bad as I think it is. You do have the countdown displayed on the item icon itself. I guess I just wanted it to be a more versatile item while this is more for pushes or attacks instead of defenses.

For Biting Cold, I guess it works. I was just a bit unsure about it, since I am not the biggest fan of making upgrades unless the bring something super unique to the table (This is just a personal opinion, I don't see this being bad for the game at all). I don't really have anything against the item, I think it's good effect-wise.

For Null Space, I am still unsure about it. While yes, you can use curse to nullify ults too, it wouldn't work if the attacker is using unstoppable, while with Null Space it would. Null Space could also disrupt multiple abilities or effects (Buffs do run out while ethereal shifting). I do really like the idea, but it would need a couple of tweaks to it.
Maybe using Null Space on someone who was ulting could make the ult go on 20s of cooldown instead of the full cooldown. I just think this item is much stronger than curse which has the same price point.

For Supercharged Bullets, I think the buffs are fine looking at it again. But all the effects you get with the stacks could be a little overwhelming to understand (It could also just be with how the description is written), that was my main criticism with it.
Maybe you could restructure the stack effects a bit and have something akin to something like this:
"Bullets can pierce enemies. Bullets ricochet the more stacks you have, turning electrical at max stacks." I'm not sure about the move speed buff, I feel like you could remove that and make it purely weapon damage based.

For Indignation, Negative Life steal sounds really interesting, Does it just heal you or do you inflict damage onto yourself? I'm not sure what to think about that, it sounds very silly but it would be very powerful. A lot of people don't really get life steal, so you healing your enemies by 25% of your damage or dealing yourself 25% of your damage sounds crazy. Personally I'd say to keep it above 0%, I don't think there's a simple way of making negative life steal work.

For Trascendence, I think a Debuff Remover you can also apply on people is fine, but making it 1750 souls more expensive with the only added effect being a 1 second damage invulnerability is not too great (1 second is really not much at all). Maybe 2 seconds of damage invulnerability could work better, but nothing more than that or otherwise it's a bit too strong.

For In The Zone, I get the point, I envisioned the item as more so something you'd use to facilitate escaping a dire situation, but this also works.

Thanks for listening to my feedback by the way, I really appreciate it! Love the cool concepts you brought to the table here!
What you're describing for lead of Life just sound like bullet lifesteal? I would say it is more equal for everyone having a stronger restorative shot passive. To clarify the active healing is based off of your gun damage, 100% of gun damage heals your allies, and what I forgot to add what the restorative shot passive slightly stronger.

For Jupiter's Ring the cooldown doesn't wait for the duration to end, so it would be 2 second uptime in 15 seconds. This could become 2.6 uptime in 11 seconds with duration and cooldown upgrades too.
I do really like that idea for an active where you get the shields after a delay, but I think that would turn it into a pre-battle activated item which would need buffed to be an active. I think it's better in its current interaction as a passive.

I think supercharged bullets would be super intuitive once used. It becomes more ricochet like as it goes on, and adds some movement speed to make sure you can get use of shooting during the duration.

For Indignation yes negative lifesteal would damage the user. Though the idea of healing your targets is an interesting twist?
Notice that Indignation applies negative bullet OR spirit lifesteal, so you would shoot or deal spirit damage to different people to counter them. It would be a big brain item.

Good thoughts all around.
 
I personally really like the idea of Jupiter's Ring being an active item that grants the shields after a delay.

The original idea of having it be a passive revolution of shields turning on and off would be incredibly hard to play around. It would likely feel bad more often then it feels good for the purchaser.

If it was changed to an active item that applied shields after a delay it could function both offensively, as someone could cast the active before initiating and benefit from the shields as they jump in, or defensively for heroes that could survive long enough for the shield to take effect.
 
I personally really like the idea of Jupiter's Ring being an active item that grants the shields after a delay.

The original idea of having it be a passive revolution of shields turning on and off would be incredibly hard to play around. It would likely feel bad more often then it feels good for the purchaser.

If it was changed to an active item that applied shields after a delay it could function both offensively, as someone could cast the active before initiating and benefit from the shields as they jump in, or defensively for heroes that could survive long enough for the shield to take effect.
I have to disagree with the active idea. Becomes basically a tier 3 divine barrier. I think a quality of life change can be made instead to make the passively spawning barriers easier to use. Instead of the passive activating the shields, it activates a duration that you see expiring. When the duration ends you get the shields for a duration. That way when the activation duration is expiring you have time to decide how or if you're going to take advantage of the increased barriers.
 
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