New item ideas: Combinations

jaerwin02

New member
Combinations refers to new upgrades that consume multiple items. Currently, the only item that will do so is Leech.
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Weapon Items
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Zephyrous Sprint

Builds from Fleetfoot and Swift Striker
+6% Bullet resist (Fleetfoot)
+35% Slide distance (Fleetfoot)
+0.8m Sprint speed (Swift striker)
+20% Fire rate (swift striker)

Passive effect: Removes the Move Speed penalty while shooting and increase your Fire Rate the longer you sprint. This bonus will slowly build up while sprinting, firing while moving, or sliding, but will slowly lower while using stamina, being airborne, or using any ability that lowers your move speed.

Active effect: Gain bonus Move Speed and Slow Resistance based on your bonus Fire Rate.
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Hydra Shot

Builds from Split shot and Mystic Shot

+7 spirit power (Mystic Shot)

Passive effect: Your next bullet deals bonus Spirit Damage and grants you a Head stack (max of 8 stacks)

Active effect: Consume all stacks to gain stacking weapon damage on unique enemies hit and summon Spirit Hydras that mimic your Fire rate and aiming direction. Each Spirit Hydra has 25% of your firing cadence, and deal their own separate damage from each other. Each Spirit Hydra will have a small amount of lock on (a few degrees at most). This lock on effect will prioritize unique enemies, and no more than 2 Spirit Hydras can lock on to the same enemy.
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Vitality Items
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Bulwark Shielding

Builds from Battle Vest and Weapon Shielding

+18% Bullet Resist (Battle Vest)
+5.5 Out of Combat Regen (Battle Vest and Weapon Shielding)

Passive effect: While above 65% health, gain Weapon Damage and Fire Rate. Weapon damage dealt while this effect is active is banked (reduced when damaging non heroes). When falling below 65% health, gain a barrier equal to 300 + 50% of banked weapon damage (maximum 300 base +300 banked damage shields), and gain move speed equal to 2m + 5% of banked weapon damage (maximum 2m base +8m banked) for 15s.
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Bastion Shielding

Builds from Enchanter's Emblem and Spirit Shielding

+18% spirit Resist (Enchanter's Emblem)
+5.5 Out of Combat Regen (Enchanter's Emblem and Spirit Shielding)

Passive effect: While above 65% health, gain Spirit Power and Cooldown reduction. Spirit damage dealt while this effect is active is banked (reduced when damaging non heroes). When falling below 65% health, gain a barrier equal to 300 + 50% of banked spirit damage (maximum 300 base +300 banked damage shields), and gain move speed equal to 2m + 5% of banked weapon damage (maximum 2m base +8m banked) for 15s.
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Spirit Items
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Shield Basher

Builds from Bullet Resist Shredder and Mystic Vulnerability

+8% Bullet Resist (Bullet Resist Shredder)
+8% Spirit Resist (Mystic Vulnerability)
+65 Bonus Health (Bullet Resist Shredder)

Passive effect: Dealing Spirit Damage to an enemy reduces their Spirit Resist and Bullet Resist by 10% for 10s.

Passive effect: Dealing Spirit Damage to an enemy barrier steals 20% of their current barrier health for the user (cooldown of 30s per enemy).

Active effect: Target an enemy with an active barrier. Instantly shatter that barrier and steal half of the barrier amount for the user. Reduces the targets barrier health from future barriers by 35% for 10s. (70s Cooldown)
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Spirit Breaker

Builds from Spirit Sap and Suppressor

+50 Bonus Health (Spirit Sap)
+6 Spirit Power (Suppressor)
+Bullet Resist (Suppressor)

Passive effect: Dealing Spirit Damage to an enemy adds a stacking debuff that reduces Fire Rate and Spirit Power. Each stack reduces 7% Fire Rate and 8 Spirit power, stacking up to 5 times for a maximum reduction of 35% Fire Rate and 40 Spirit power. Each stack has a 2.5s delay before adding another stack, and stacks last for 8 seconds (removing one stack at a time).

Active effect: Release a wave of lingering purple sludge in front of you that reduces enemy Spirit Resistance by 5% per stack applied to enemies. Enemies standing inside of the sludge take Spirit Damage and suffer debuff stacks more quickly (1.25s delay between stacks).

Let me know what you think! :)
 
I like the idea of combining items to gain better slot efficiency & stronger effects, but I feel like they shouldn't be purchasable from the shop and should be a map objective to be fought over instead.

Several early game items already scale exceedingly well into late game by their nature(suppressor, kinetic dash, etc), making them even stronger and easily accessible just means you have less you need to purchase and makes characters that scale in the late game scale vastly faster.
 
I like the idea of combining items to gain better slot efficiency & stronger effects, but I feel like they shouldn't be purchasable from the shop and should be a map objective to be fought over instead.

Several early game items already scale exceedingly well into late game by their nature(suppressor, kinetic dash, etc), making them even stronger and easily accessible just means you have less you need to purchase and makes characters that scale in the late game scale vastly faster.
A map objective that combines items sounds like a crazy good idea, especially if it can combine any (if not almost any) 800-1600 item.

One problem I come across a lot (primarily with items like fleet foot) is being stuck with the low investment late game. Needing that run n gun item but only getting it from one place, that being only 1600. That's one compounding reason I want upgrades for items like that, mystic shot, split shot, etc, is so you can get the base effect you want without forcing yourself to stay with lower level items. Items like range and duration extenders being maxed out at 3200 seems fine, so I don't see much need to update those ones, but I feel if you have an item that you can sell later (like resto shot or extra regen) they should either be 800s or upgrade further.

Appreciate the input!
 
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