New item idea Name: Last breath

TheSawn

New member
İtem Name : Last Breath
I don't write passive features

Main feature of the item:
Kills all minions that drop below 2.5% health
Kills all heroes whose health drops below 5%

Working conditions: The target must have taken damage within the last 3 seconds to trigger the effect.

price: 6.300 or 7.550 My comment: This type of item is needed in the game there will be some relaxation when killing minions and One of the biggest problems during the match is missing an enemy whose health is incredibly low.

Sorry if there are any spelling mistakes, I use Google Translate. ~TheSawn~
 
This could be an incredibly powerful. with pockets Ultimate
pocket ult specificly doesn't proc items because of that :D
price: 6.300 or 7.550 My comment: This type of item is needed in the game there will be some relaxation when killing minions and One of the biggest problems during the match is missing an enemy whose health is incredibly low.

giving an item to last hit creeps that late in the game is absolutly redundant, rare will be the case (specially from what type of stats that item and other might give) where your normal hit would not already kill them and the extra proc will not be ever used. you already cream anything with a few base items. extremely redundant.

For heroes, i don't agree either and here is why: in a type of game where mechanical prowess is less intensive and certain type of characters and builds for tanks are a problem and an item could be a solution is understandable. games where aiming and juking is such a baseline skill required to perform and you can pull out a daring escape at no hp with clever movement and use of the map. then award that skill, dont kill that opportunity from what it seams on the other side, you dropped your load on someone from cc and then can't chase correctly or used movement skill to get in over using the map now he has an edge to escape.

Would we want to create a "why try?" because you got tagged by that effect so escaping is suddenly very very hard. A case in point, even if its at a much bigger %, shiv is a problem character because if he gets a line on you and you are low you die without an external for the most part.

Execute mechanics are very scary design wise for a healthy game, its like all your hp has a 5% (for your case) debuff scalling since 5% of it doesnt exist.

The more i write the more i see problems with it. Going back at what icecream.tie said. pocket ult will not proc but everyone gets very low it suddenly becomes a if pocket ults you you RUN TO BASE or the off person with that item just finds an easy lethal on you.

Edit: went and checked to fact check this: every item that has hp related damage is current, to very much help burn tanks and healing (they are both on anti heal options but even if they were healing makes the effect tick more) or cd based max hp. There no missing hp yet. While i find some cases in other games interesting i do see that League has been far to bloated with it and being a case if the item timings match assassins or characters with it will blow people up from normal skills doing enough damage that the missing hp scalling ability will easly find lethal. and even Smite has had some various problems with it and very much removed missing hp damage from many problem cases for that reason but still having FULL execute abilities that exist as a draft option for resilient types of picks.
 
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pocket ult specificly doesn't proc items because of that :D


giving an item to last hit creeps that late in the game is absolutly redundant, rare will be the case (specially from what type of stats that item and other might give) where your normal hit would not already kill them and the extra proc will not be ever used. you already cream anything with a few base items. extremely redundant.

For heroes, i don't agree either and here is why: in a type of game where mechanical prowess is less intensive and certain type of characters and builds for tanks are a problem and an item could be a solution is understandable. games where aiming and juking is such a baseline skill required to perform and you can pull out a daring escape at no hp with clever movement and use of the map. then award that skill, dont kill that opportunity from what it seams on the other side, you dropped your load on someone from cc and then can't chase correctly or used movement skill to get in over using the map now he has an edge to escape.

Would we want to create a "why try?" because you got tagged by that effect so escaping is suddenly very very hard. A case in point, even if its at a much bigger %, shiv is a problem character because if he gets a line on you and you are low you die without an external for the most part.

Execute mechanics are very scary design wise for a healthy game, its like all your hp has a 5% (for your case) debuff scalling since 5% of it doesnt exist.

The more i write the more i see problems with it. Going back at what icecream.tie said. pocket ult will not proc but everyone gets very low it suddenly becomes a if pocket ults you you RUN TO BASE or the off person with that item just finds an easy lethal on you.

Edit: went and checked to fact check this: every item that has hp related damage is current, to very much help burn tanks and healing (they are both on anti heal options but even if they were healing makes the effect tick more) or cd based max hp. There no missing hp yet. While i find some cases in other games interesting i do see that League has been far to bloated with it and being a case if the item timings match assassins or characters with it will blow people up from normal skills doing enough damage that the missing hp scalling ability will easly find lethal. and even Smite has had some various problems with it and very much removed missing hp damage from many problem cases for that reason but still having FULL execute abilities that exist as a draft option for resilient types of picks.
My friend, you are absolutely right. ı am sory
 
I did think of something that might do a little of this without outright kill. so if a barrier is applied it doesn't kill the character.

I believe League has this item called stormcrafter/stormbringer, the akali diana item, that if you do a % of the enemy HP within a certain time frame it would with a delay then do a burts of damage ( and have a whole lot of design problems if it dies with the effect or from it). In that game it functions as a way more linear way to find lethal. but we could implement something like that and i was thinking like an upgrade to toxic bullets.

So lets say if you do 40-45% of someones hp in 2-3s ( i think league is 40% 3s) then one of 2 options: the next damage instance does 8-10% missing health burst. so kind of like toxic bullets you need to charge the effect and then it can proc and it doesnt proc off it self. or if you do the required ~40% damage toxic bullets do missing hp instead of current hp. so it still fights with regen, at a reduced rate thanks to the TB.

For being a weapon, the ramp up needs to be weapon based, has some synergy with syphon bullets that reduceenemy hp to make the threshold faster to meet. the bullet stacking part is important to not add more to improved burst shenanigans like late game if you are below 50% and vindicta just removes you.

this type of item would be something shiv does not really like and so it would not make him better at what he is already exelent at and dominating the game more.

I personally prefer the TB damage scalling change more but i see both being thematicly fine like the idea that the poison gets stronger and either becomes lethal or its toxin concentration does like a heart stop effect for the burst.

So adding a few conditionals as well not being a pure execute but ramp up % damage or extra hmpf might help avoid the deleting people off the game.

Sidenote: i started off with the burst by taking the league parallel but i dont think bullet characters have that much of an issue melting people in the mid late game so the burst is probably less healthy. Another reason i prefer the toxic bullet dot path. Could also be a if toxic bullets does X% of the enemy hp by itself it switches. does open not rapid fire weapons to maybe try this to slowly bleed out like dynamo and lash or paradox.
 
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