The Last Eagle Flies
Member
I feel that Spirit Shielding and Weapon Shielding are a bit too similar in both function and tier placement. Since both items essentially serve the same defensive purpose (providing a barrier after taking damage and thus, countering burst damage) it feels redundant to have them coexist as separate tier 2 items. Even with the split between the two damage types. Barriers themselves are universal so the triggering damage's type serves very little purpose.
Which is why most people just build Spirit Shielding. It's much easier to get to proc, with sources of spirit damage naturally verging towards burst damage. You can get it to proc against most heroes, even if they build full gun, especially in teamfights. Reactive Barrier is fine too in my opinion, since it serves a specific niche.
Suggested Change:
I think it would make more sense to combine them into a single tier 2 item that procs from any damage type, rather than separating them by gun and spirit damage. This unified version could serve as a general-purpose defensive option against burst damage and as the foundation for more specialized upgrades.
![[#ffff00,__Shielding Charm__].png [#ffff00,__Shielding Charm__].png](https://project8-data.community.forum/attachments/63/63417-30d989f168a63e43b72a8f32e65e322b.jpg?hash=7izPsDg9hn)
My proposed item would have no changes to the two we currently have, besides making it proc from any damage. This is your bread and butter anti-burst item (no matter what exact damage type the enemy team is outputting) and a side-grade to Reactive Barrier.
New Items:
To follow up the unified tier 2 item, the item could branch into two distinct tier 3 upgrades that each emphasize unique defensive niches against specific damage types.
![[#ffff00,__Spirit Shielding 2__].png [#ffff00,__Spirit Shielding 2__].png](https://project8-data.community.forum/attachments/63/63418-03656fb6fd98402545ce9f560f1bfe78.jpg?hash=kket8-rikC)
Designed as an anti-poke item, my take on Spirit Shielding would feature a higher base shield value and a heal, should your shield go unused. When the shield expires, you’re healed for a hefty amount, slightly less overall than Veil Walker (higher base, less scaling) but on a longer cooldown. This makes it rewarding against poke attempts and helps restore some of what you lost. The stronger overall Barrier also won't go wasted if your enemy goes all in on you.
![[#ffff00,__Weapon Shielding 2__].png [#ffff00,__Weapon Shielding 2__].png](https://project8-data.community.forum/attachments/63/63419-bf99747360238f9fd87e856d6ac086e7.jpg?hash=qxd2Y-aPnh)
Focused on anti-bullet defence, the new Weapon Shielding would give you some additional movement speed to help outduel your opponent. While the shield is active, you also gain bullet evasion, increasing your effective HP specifically against gunfire and mitigating the buildup of status effects that trigger from bullets (e.g., Infernus Afterburn, Silencer’s Silence).
I've also given both additional offensive stats. The upgrade to tier 3 is not cheap so I saw some extra stats necessary and I settled for offensive ones. As I see it, Barriers require aggression to take full advantage of them (i.e. spending the Barrier to tank damage). I'm not sure if the upgraded versions should need the specified damage type but I also felt it made more sense for the specialized upgrades. Don't want bullet evasion to get wasted against spirit damage, do we?
I was also thinking that the upgraded versions could count the specified damage as doubled for reaching the trigger goal (to funnel the triggering to happen more against the intended damage type) but that might just be overcomplicating things.
Summary:
Which is why most people just build Spirit Shielding. It's much easier to get to proc, with sources of spirit damage naturally verging towards burst damage. You can get it to proc against most heroes, even if they build full gun, especially in teamfights. Reactive Barrier is fine too in my opinion, since it serves a specific niche.
Suggested Change:
I think it would make more sense to combine them into a single tier 2 item that procs from any damage type, rather than separating them by gun and spirit damage. This unified version could serve as a general-purpose defensive option against burst damage and as the foundation for more specialized upgrades.
![[#ffff00,__Shielding Charm__].png [#ffff00,__Shielding Charm__].png](https://project8-data.community.forum/attachments/63/63417-30d989f168a63e43b72a8f32e65e322b.jpg?hash=7izPsDg9hn)
My proposed item would have no changes to the two we currently have, besides making it proc from any damage. This is your bread and butter anti-burst item (no matter what exact damage type the enemy team is outputting) and a side-grade to Reactive Barrier.
New Items:
To follow up the unified tier 2 item, the item could branch into two distinct tier 3 upgrades that each emphasize unique defensive niches against specific damage types.
![[#ffff00,__Spirit Shielding 2__].png [#ffff00,__Spirit Shielding 2__].png](https://project8-data.community.forum/attachments/63/63418-03656fb6fd98402545ce9f560f1bfe78.jpg?hash=kket8-rikC)
Designed as an anti-poke item, my take on Spirit Shielding would feature a higher base shield value and a heal, should your shield go unused. When the shield expires, you’re healed for a hefty amount, slightly less overall than Veil Walker (higher base, less scaling) but on a longer cooldown. This makes it rewarding against poke attempts and helps restore some of what you lost. The stronger overall Barrier also won't go wasted if your enemy goes all in on you.
![[#ffff00,__Weapon Shielding 2__].png [#ffff00,__Weapon Shielding 2__].png](https://project8-data.community.forum/attachments/63/63419-bf99747360238f9fd87e856d6ac086e7.jpg?hash=qxd2Y-aPnh)
Focused on anti-bullet defence, the new Weapon Shielding would give you some additional movement speed to help outduel your opponent. While the shield is active, you also gain bullet evasion, increasing your effective HP specifically against gunfire and mitigating the buildup of status effects that trigger from bullets (e.g., Infernus Afterburn, Silencer’s Silence).
I've also given both additional offensive stats. The upgrade to tier 3 is not cheap so I saw some extra stats necessary and I settled for offensive ones. As I see it, Barriers require aggression to take full advantage of them (i.e. spending the Barrier to tank damage). I'm not sure if the upgraded versions should need the specified damage type but I also felt it made more sense for the specialized upgrades. Don't want bullet evasion to get wasted against spirit damage, do we?
I was also thinking that the upgraded versions could count the specified damage as doubled for reaching the trigger goal (to funnel the triggering to happen more against the intended damage type) but that might just be overcomplicating things.
Summary:
- Reduce redundancy at tier 2.
- Create a clearer progression path from a general defensive item to more specialized counters.
- Make each version feel more purposeful and distinct, with unique stats and effects.
Last edited: