T3 Green Item Scapegoat.

alexmcc99

New member
+100 HP.
+4 spirit power.
Dying will distribute 10% of the soulbounty to the rest of the team instead of the enemies that killed you.

Dying will create a small explosion that deals spirit damage and the damage scales with the amount of times died in a match. Getting kills with the item lowers the damage but rewards the player with 100 bonus souls.
Spirit damage: 50. And then grows by 50 for each death you have and gets reduced by 50 for each kill you get with the item. The explosion does not scale with range items or spiritpower.

I think it would be cool with an item with a built in comeback mechanic like this.
 
I can't imagine an implementation of this item that wouldn't be either infuriating or lack value.

If you are dying that much, there is already a problem. Rewarding dying over and over is not, in my intuition, good game design.

Outside of that, when would this item be useful and for who? For the item to work you must:
  1. Buy it early enough to get value
  2. Die enough times to get value
If you died 10 times the item would do 550 damage. In the mid-game, that is around or under a quarter of most HP bars. Generally speaking, you probably are dying four times before getting the item, so really you'd need to die 14-15 times by the midgame for it to be even remotely valuable. Dying that much simply means losing the game for the most part. At that point, you are better off buying utility items to help your team rather than an item that does 500 or so damage and sends you to the death screen for 50 seconds.
 
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