catpetter69
New member
Trophy collector at it's core is a flawed item that both punishes you for excelling and failing to complete the condition of participating in a bunch of kills. It can only really be bought on 1 hero and in many situations it's by far the worst thing you can buy
In my opinion trophy collector has 2 deep flaws which could both be solved in a similar way.
Firstly the usual situation trophy collector is bought you are 3200 down for very little stats you cannot get the kill participation required and your early-mid game is ruined it's only decent on heroes who essentially do not need money to succeed early game but that's very few heroes. So for most heroes this is meant to be a snowball item that directly ruins your capacity to snowball.
My idea to remedy this is to add a 1600 item that builds into trophy collector that is essentially a trophy collector lite, have it give even less stats have it have a maximum stacks of only 4 and then if you choose to upgrade it you keep the same number of stacks. This concept is to essentially let you gradually buy it reducing the damage it does to your momentum and will save people from having a 2-3 stack 3200 item in case the game goes poorly after buying it as you would only typically upgrade to full trophy collector after getting the maximum stacks.
The other problem with trophy collector is the exact opposite if you excel get maximum stacks and make a lot of souls you now have an item slot spent on something which mainly exists to give you souls when you no longer need more souls but selling it feels bad because the stats of a fully charged trophy collector are pretty nice but generally not nice enough to keep into very late game.
The fix to this could just be to have a 6400 item that requires a fully charged trophy collector to buy and it increases the stats the item gives at the expense of no longer generating souls. If this would bloat the shop too much trophy collector itself could simply have a condition where it transforms into a higher stat no soul generating version after generating a specific amount of souls (10k) That or just
These changes could make the item overpowered and should obviously be balanced as the item should be somewhat niche but as it is now it feels like it is actively bad for the playstyle it's trying to encourage (high kills low farming playstyles /snowballing ) An idea is to add to add a negative damage to NPC stat to the item so it doesn't just become an item every late game farmer buys just in case and is strictly bought those hunting kills
If any of this is unclear I'd be happy to elaborate as my descriptions are maybe subpar
In my opinion trophy collector has 2 deep flaws which could both be solved in a similar way.
Firstly the usual situation trophy collector is bought you are 3200 down for very little stats you cannot get the kill participation required and your early-mid game is ruined it's only decent on heroes who essentially do not need money to succeed early game but that's very few heroes. So for most heroes this is meant to be a snowball item that directly ruins your capacity to snowball.
My idea to remedy this is to add a 1600 item that builds into trophy collector that is essentially a trophy collector lite, have it give even less stats have it have a maximum stacks of only 4 and then if you choose to upgrade it you keep the same number of stacks. This concept is to essentially let you gradually buy it reducing the damage it does to your momentum and will save people from having a 2-3 stack 3200 item in case the game goes poorly after buying it as you would only typically upgrade to full trophy collector after getting the maximum stacks.
The other problem with trophy collector is the exact opposite if you excel get maximum stacks and make a lot of souls you now have an item slot spent on something which mainly exists to give you souls when you no longer need more souls but selling it feels bad because the stats of a fully charged trophy collector are pretty nice but generally not nice enough to keep into very late game.
The fix to this could just be to have a 6400 item that requires a fully charged trophy collector to buy and it increases the stats the item gives at the expense of no longer generating souls. If this would bloat the shop too much trophy collector itself could simply have a condition where it transforms into a higher stat no soul generating version after generating a specific amount of souls (10k) That or just
These changes could make the item overpowered and should obviously be balanced as the item should be somewhat niche but as it is now it feels like it is actively bad for the playstyle it's trying to encourage (high kills low farming playstyles /snowballing ) An idea is to add to add a negative damage to NPC stat to the item so it doesn't just become an item every late game farmer buys just in case and is strictly bought those hunting kills
If any of this is unclear I'd be happy to elaborate as my descriptions are maybe subpar