[T1 & T3 Item Ideas] Vital Burst & Frontliner (Art + Stats)

zonatelol

New member
Two green items I came up with. I wanted to have them rely on damage taken, like Victor's Pain Battery, while also being green counterparts to Mystic Burst and Tankbuster. Let me know what you think of the art/stats/what should be changed!
 

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Conceptually these items seem cool! But currently they seem a bit overtuned

vital burst would prob make playing lane insufferable as unless ur 1 bursting enemy, lane is infinite stalemate, and 15% spirit res on frontliner seems like wayy to much

I think to make vital burst more balanced
1. remove the radius healing
2. make the healing % based (maybe 40-50%)
3. Make it a 1600
4. long cd (like 35-45 seconds)

For frontliner
1. Remove the spirit res entirely
2.make the cd time based instead of getting back up to full hp
3. reduce the healing bonus to 10% (since u are already ignoring healing debuffs)
4. make the group heal lower to something like 5% but increase the radius

The idea seems cool but adding cheap tanky items like this always come with the inherent threat of making the game meta into a healing slug fest XD
 
Conceptually these items seem cool! But currently they seem a bit overtuned

vital burst would prob make playing lane insufferable as unless ur 1 bursting enemy, lane is infinite stalemate, and 15% spirit res on frontliner seems like wayy to much

I think to make vital burst more balanced
1. remove the radius healing
2. make the healing % based (maybe 40-50%)
3. Make it a 1600
4. long cd (like 35-45 seconds)

For frontliner
1. Remove the spirit res entirely
2.make the cd time based instead of getting back up to full hp
3. reduce the healing bonus to 10% (since u are already ignoring healing debuffs)
4. make the group heal lower to something like 5% but increase the radius

The idea seems cool but adding cheap tanky items like this always come with the inherent threat of making the game meta into a healing slug fest XD
Yeah people forget the terror of Fortitude.
 
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