Soul Rebirth Rework + Potential Soul Rebirth Component (Soul Revival)

Yoshister

New member
I think Soul Rebirth is super cool conceptually, so I thought it'd be nice to see it come back with reworks that make it so it's not something where you lose instantly if half the enemy team has it. At the moment basically anyone would want to buy it too once they're at late game, which is something I think my proposed rework will fix.

Soul Rebirth T4 Vitality Item (6200 Cost, +20% Base Health)
+20s Increase Respawn Time
-25% Bullet Resist
-25% Spirit Resist
-25% Melee Resist

+20% Weapon Damage
+12 Spirit Power

Passive (285s Cooldown)
If you die, your next respawn time will be decreased by 50%.

or
Soul Rebirth T4 Vitality Item (6200 Cost, +20% Base Health)
Components: Soul Renewal

+20s Increase Respawn Time
-25% Bullet Resist
-25% Spirit Resist
-25% Melee Resist

+20% Weapon Damage
+12 Spirit Power

Passive (285s Cooldown)
If you die, your next respawn time will be decreased by 50%.


Soul Revival T3 Vitality Item (3000 Cost, +17% Base Health)
Component of: Soul Rebirth

+5s Increase Respawn Time
-10% Bullet Resist
-10% Spirit Resist
-10% Melee Resist

+7% Weapon Damage
+4 Spirit Power


Passive (240s Cooldown)
If you die, your next respawn time will be decreased by 10s.




Currently, Soul Rebirth is a T4 Vitality item with the following stats:
+20% Base Health
+15s Increase Respawn Time
+12 Spirit Power
Passive with 240s cooldown where "If you die, after 4s you respawn at your death location with partial health) (+50% Rebirth Health).


The main issue here is that the downside can be entirely ignored by simply playing decently, and you can effect keep playing exactly how you were before with no issues. It's normal for a T4 item to be powerful, but it is too strong for its downside, especially considering how it can be ignored.

I think the key to making this item balanced (or more balanced) is to take a page from Glass Cannon. It has many strong effects such as +70 Weapon Damage, +10% Fire Rate, and +1m/s movespeed. However, there is a high risk for such power. You lose 12% of your health, making you notably easier to kill as a result (Though you can mitigate this with other items).

However, you obviously can't just add -X% health to a Vitality item. As such, I propose a different, arguably much more notable downside:
-25% Bullet Resist and -25% Spirit Resist

With this as a downside, you will get a second chance, but you'll be easier to take down as a trade off. Unlike the current downside, it also cannot be ignored simply by being decent at the game. You will need to invest in armors or a lot of items with resistances if you want to not take more damage than normal, which restricts what vitality you could safely stack with Soul Rebirth before.

Also since we're here, I'm increasing the additional respawn time from +15s to +20s.

However, I believe even with this additional downside, Soul Rebirth would be too strong. It'd still be far too easy to abuse. As such, I would remove the current passive and replace it with a different one.

New Passive (285s cooldown)
If you die, your next respawn time will be decreased by 50%.


Instead of being able to "cheat death", this new passive is more akin to buying a Rejuv respawn with downsides. If you die lategame (When you buy it usually), your respawn time will be 45 seconds (70s + 20s cut by 50%). This is worse than the rejuv without Soul Rebirth, but you have access to it regardless of whether midboss is around or not.

Of course, you'll be 25% squisher and have a respawn time of 90 seconds if you die before it comes back, so you'll probably want the rejuv just in case!

Also to make it a bit less punishing, you can probably add back the 20% weapon damage bonus.

If this is still too much, I think making Soul Rebirth a component may help. In such as a case, you could make it a component of Fortitude (Increasing the cost to 9700 like Boundless Spirit) or the following proposed item:

Soul Revival T3 Vitality Item (3000 Cost, +17% Base Health)
+5s Increase Respawn Time
-10% Bullet Resist
-10% Spirit Resist
-10% Melee Resist

+7% Weapon Damage
+4 Spirit Power

Passive (240s Cooldown)
If you die, your next respawn time will be decreased by 10s.



Effectively a weaker version of this proposed Soul Rebirth rework. 10s decreased respawn time means if your respawn time would normally be 30s, it'd be 25. Not as strong but as an upside you're not quite as squishy when you have Soul Revival. The main purpose of Soul Revival would be to have a less extreme Soul Rebirth as well as increase the cost of Soul Rebirth to 9200 (Since it is a component of Soul Revival).

I think this would be a healthy way to have the spirit of Soul Rebirth come back, please give your thoughts!
 
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With the current setup, maybe Soul Revival scales too poorly into late game (Shaving 5 seconds off 70s isn't worth it at all) and it might cause issues with a 0s respawn during lane. As such I propose this instead for Soul Revival:

Soul Revival T3 Vitality Item (3000 Cost, +17% Base Health)
Component of: Soul Rebirth

+15% Increase Respawn Time
-15% Bullet Resist
-15% Spirit Resist
-15% Melee Resist


Passive (240s Cooldown)
If you die, your next respawn time will be decreased by 25%.


For example, if your respawn time was 30s without Soul Revival, your respawn time would be 34.5s without the passive and 25.875s with the passive. With a respawn time of 70s without Soul Revival, your respawn time would be 80.5s without the passive and 60.375s with the passive.

This makes it scale lategame but you'll probably want Soul Rebirth for the more significant respawn time increase and other benefits since +X% resist matters more lategame.
 
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