Sigillic Synthesizer

A t4 green item. No inherent bonuses or effects. When bought, select up to 4 items in inventory whose total soul value doesn't exceed 6400. All bonuses, passive, and active effects are combined into the Sigillic Synthesizer. You are not refunded the cost of the combined items and they no longer count towards stat investments. If more than one active effect items are combined, the cooldown of this item becomes the longest cooldown of the combined items. You cannot sell this item after you leave the store.

The purpose of this item is to solve the conundrum of wanting to keep lower tier items for their useful effects (e.g. rebuttal, fleetfoot, kinetic dash/arcane surge) when the game goes late and item slots become limited. This also would have the effect of giving players who are doing well despite their team's inability to take walkers something to spend their excess souls on.
 
A t4 green item. No inherent bonuses or effects. When bought, select up to 4 items in inventory whose total soul value doesn't exceed 6400. All bonuses, passive, and active effects are combined into the Sigillic Synthesizer. You are not refunded the cost of the combined items and they no longer count towards stat investments. If more than one active effect items are combined, the cooldown of this item becomes the longest cooldown of the combined items. You cannot sell this item after you leave the store.

The purpose of this item is to solve the conundrum of wanting to keep lower tier items for their useful effects (e.g. rebuttal, fleetfoot, kinetic dash/arcane surge) when the game goes late and item slots become limited. This also would have the effect of giving players who are doing well despite their team's inability to take walkers something to spend their excess souls on.
You DO lose the Item Type Bonuses, as well as combine actives/passives... If so, that could make for an interesting item. You lose also econ in terms of selling.

So effectively, it can hold between 8-1 items.

So wait a minute... couldn't you double stack 2 items? That... could be pretty insane, actually.

Interesting use cases:

Weapon:
Double Split shot, double Mystic shot, double/slightly stronger Crushing fists. Double Cultist, double express shot, double hunter's aura, double point blank, double sharpshooter, double tesla, double weighted shots, double blood tribute, double berseker, double ballistic enchantment, double glass cannon, double lucky shot, double ricochet, double spell slinger, double spiritual overflow, double Frenzy (aids lol).

Vitality:
Double Rebuttal
Double Trophy Collector (would act as a double stacking, so really you would be stacking up to 23-25 times (overlapping))
Double Rescue Beam
or...
Rescue beam + Majestic Leap (Budget Ivy Ult)
Double Stamina Mastery
Double Fortitude
Double Shielding + Reactive + Restorative Locket
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Battle Vest + Enchanter + Return Fire + Healing Booster
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Healing Booster + Healbane + Guardian Ward + Rusted Barrel
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Double Lifestrike
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Double Witchmail:
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Fury Trance + Dispel Magic (literally negate Fury Trance lmfao):
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Double Healing Tempo:
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Double Rapid Recharge:
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Double Refresher:
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Double Ethereal Shift:
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That is not considering you can add additional items ON TOP. Or how you can have T4 weapon/spirits, except they give you health instead of the respective weapon/spirit investment.

That sounds hella dope and crazy. It sounds broken on paper, but lowkey it is helping you cash out beyond late game and store particular effects during gameplay.
 
I don't expect that the item would allow two of the same effect. That'd be a balancing impossibility, to the point that I'd prefer the item removed. It's only intended to clean up some item slots at cost and let players continue to use items that don't have expensive upgrades late game.
 
I don't expect that the item would allow two of the same effect. That'd be a balancing impossibility, to the point that I'd prefer the item removed. It's only intended to clean up some item slots at cost and let players continue to use items that don't have expensive upgrades late game.
I mean... I like the idea of it... One would have to run tests and see what would result from it.

However, yes, if you restrict it so they can't get that item, or it's children, similar to how you can't have extra stamina + Kinetic/Arcane, then that would for sure be much more likely to not cause issues.
 
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