T3 Vitality Item - Barbarian

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Barbarian
§ 3200


+6 Out of Combat Regen
+2m/s Sprint Speed

Passive:
Dealing damage to enemy NPCs and Buildings builds up a temporary Barrier for you.

+40 Barrier per Stack |
250
Damage dealt to Stack | 10 Max Stacks | 8s Duration



My opinion:
This is something like an analogue of Berserk, but in a different style. The essence of this item is that it allows you to safely push back waves of troopers or confidently destroy a walker.

Because by dealing any damage to enemy NPCs you get a barrier and can withstand an attack on you if suddenly you push the lane and go too far.

Also this item isn't too strong because it does not to much if you're just farming the jungle (neutrals) or fighting heroes. This item is more about passive-aggressive gameplay.
 
Oh I like the idea, it does fill a niche that no other item does.
I think it's nice, maybe the 250 damage per stack is a bit high, I'd lower that to 150 maybe.
Out of combat regen and sprint speed also fit the item's main purpose.

Good item idea, I like it :)
 
Oh I like the idea, it does fill a niche that no other item does.
I think it's nice, maybe the 250 damage per stack is a bit high, I'd lower that to 150 maybe.
Out of combat regen and sprint speed also fit the item's main purpose.

Good item idea, I like it :)
As far as I know, the initial health value of all troopers (4) adds up to 1250. Therefore, for simply killing them, we can get only 200 barrier (1250/250=5; 40*5=200).
Of course, I understand that I am not an expert in balance, but I think you can get the gist of it :)
 
As far as I know, the initial health value of all troopers (4) adds up to 1250. Therefore, for simply killing them, we can get only 200 barrier (1250/250=5; 40*5=200).
Of course, I understand that I am not an expert in balance, but I think you can get the gist of it :)
Damn, I forget how much health Troopers have. Actually thinking about it, 250 is a pretty good value for a stack. All good
 
I agree with Fred. This is a pretty cool and unique item concept. It helps with sieging, particularly for split pushing, but has diminishing returns for if you push with a group (Since you won't be doing the damage, you don't get the barrier which is the whole point).

The only thing I would change is I would have Monster Rounds build into this. Yes, I'm aware that it would then give players the opportunity to pick up Cultist Sacrifice and Barbarian, but I still think that thematically and mechanically they work well together
 
I agree with Fred. This is a pretty cool and unique item concept. It helps with sieging, particularly for split pushing, but has diminishing returns for if you push with a group (Since you won't be doing the damage, you don't get the barrier which is the whole point).

The only thing I would change is I would have Monster Rounds build into this. Yes, I'm aware that it would then give players the opportunity to pick up Cultist Sacrifice and Barbarian, but I still think that thematically and mechanically they work well together
Lol I actually thought it would be nice to have this item build out from Monster Rounds, but that would be too strong
 
Maybe drop the treshold to 150, but make npc damage count only half as much?
I didn't quite get the thought. Does this mean that the threshold for getting a barrier is now 300 damage? Or did you mean to add 50% resist against NPCs damage?

After Rosgath's comment, I now generally think that the threshold should be lowered to 175-200, because if you push the lane together, then the barrier practically doesn't get filled due to the fact that you all deal damage
 
I didn't quite get the thought. Does this mean that the threshold for getting a barrier is now 300 damage? Or did you mean to add 50% resist against NPCs damage?

After Rosgath's comment, I now generally think that the threshold should be lowered to 175-200, because if you push the lane together, then the barrier practically doesn't get filled due to the fact that you all deal damage
Personally your reasoning for having the 250 damage threshold is good and you should keep it.
I think the items being best when you're solo pushing gives it a unique strategic effect.
Though the item wouldn't become useless since you're still going to get damage on an enemy objective even with multiple people attacking it, it just makes it easier for solo pushing and helps you build up an earlier barrier since you're going to single-handedly damage the enemy troopers coming your way.

In a group it builds up sustain when pushing objectives and helps you survive more damage from enemies.
When solo pushing you get a barrier early from troopers, so when reaching the enemy objective you'll be more protected against potential threats.
 
A solid item concept overall. Wish it would have some combat stats, or at the very least stats that don't go away when you enter combat.
 
A solid item concept overall. Wish it would have some combat stats, or at the very least stats that don't go away when you enter combat.
It is a Weapon item, so it adds 3200 to your Weapon investment. I think that is sufficient.

(At least, I think it is? I'm colorblind so I mix up Gun and Vitality colors from DGD a lot)
 
It is a Weapon item, so it adds 3200 to your Weapon investment. I think that is sufficient.

(At least, I think it is? I'm colorblind so I mix up Gun and Vitality colors from DGD a lot)
It's a vitality item, and actually thinking about it Weapon would be better yeah.
 
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