Upgrade Item: Purifying Salt

DaddyDavion

Active member
Upgraded from Debuff Remover:
6.3k Soul Upgrade
The user emits an explosion of purifying salts that cleanses the area of enemy abilities that are deployed on the battle field. Anything hit by the salts are cleansed from the battle field and the effects on the user are ended immediately.
(Stuns, slows the fire rate, and reduces McNugget's turrets HP by Half their maximum values.)


On top of removing the usual debuffs from Debuff Remover, Purifying Salts will now remove:
AP 5 Geist Bomb Toxic Mess
Viscous Goo Puddles
Bebops Bombs on you and your allies
Wraith Lift on you and your allies
Paradox's Wall
Paradox's Time Bomb
Warden's Curse
Vindicta Stake Teather on you and your allies
Alchemist's Fire AoE
Grey Talon's Traps (pre and post deployment)
 
Thanks :)
I was thinking about having it be a separate 6.3k item but I thought it might've been too strong....
if it was tied to debuff remover it would give the user a choice to cleanse the area in the moment and have the item be on cooldown: thereby having to risk having it on cooldown to remove an auto attacking debuff on themselves (like Fixation or Afterburn).
Honestly a cool way to counter those abilities that makes sense

++ these deployments
Seven's Stun (pre-deployment) on You and Your allies
Seven's Orbs
Infernus' Dash's flames
Ivy's Kudzu Vines
Kevlin's Ice Path
McGinnis' Heal
McGinnis' Wall
 
I definitely appreciate the idea, but doesn't this seem too oppressive? It negates so many aspects to so many kits with no counterplay. Hard cc like stuns, silences, sleeps, and so forth can be have counterplay through various kit and item options (unstoppable, Viscous cube, Pocket briefcase, etc) but there would be no counterplay here. Why not have all six people run purifying salts and just deny Kelvin, McGinnis, Paradox, Bebop, and so forth from crucial parts of their kit the entire fight?
 
I definitely appreciate the idea, but doesn't this seem too oppressive? It negates so many aspects to so many kits with no counterplay. Hard cc like stuns, silences, sleeps, and so forth can be have counterplay through various kit and item options (unstoppable, Viscous cube, Pocket briefcase, etc) but there would be no counterplay here. Why not have all six people run purifying salts and just deny Kelvin, McGinnis, Paradox, Bebop, and so forth from crucial parts of their kit the entire fight?
Because it's 10550 souls investment per player, no?
 
I would normally agree it's a super broken active, but since it's attached to debuff remover I feel like you can bait it out

Also I find that getting spammed with .... junk from the enemy team is not really fun.
I don't like going 100 -> 0 and took nothing but spirit damage spam from lingering abilities.
 
Is 10550 souls not worth completely removing the kits of many characters in the roster?
10550 souls is a crippling difference in actual gun build meta. For 12600 enemy Haze buys Ricochet + Lucky shot and you're as good as dead. I'm not even talking about characters like Infernus, Wraith, Lash and Vindicta, who simply dominate you with even less investment in orange items.
 
I don't like going 100 -> 0 and took nothing but spirit damage spam from lingering abilities.
This is completely understandable and a valid point that many including myself agree with.

However, I do not like the idea of adding an item to solve a meta issue. I think abilities as they are right now are too powerful and it's primarily the low cooldowns that enable these abilities. That's just my opinion.

I think the developers should focus on adjusting the abilities to be balanced with each other, instead of resorting to solving such issues with a 10K soul item. I assure you that adding this item to the game would just allow the balancing team to run wild with their ability balancing, because the argument to imbalance is just to purchase this item, an item you would likely need to save up for every game. That would ruin the freedom in buildcraft and limit possible builds and ways you can play the game.
 
10550 souls is a crippling difference in actual gun build meta. For 12600 enemy Haze buys Ricochet + Lucky shot and you're as good as dead. I'm not even talking about characters like Infernus, Wraith, Lash and Vindicta, who simply dominate you with even less investment in orange items.
Fair, but 10550 towards an item that basically removes entire characters from the game is not exactly a huge opportunity cost for, if no one else, heroes who have intrinsic value to their kits such as Dynamo, Kelvin, and Viscous. Plus, given the overwhelming value of the item, it'd more than likely shift the meta builds for characters who can be effective supports. Once you get literally 6-9k worth of items to supplement damage or utility, this would be a very easy buy for characters like McGinnis, Seven, and Ivy. Then, finally, once any characters receives core items, this becomes a pretty easy decision for late/ultra late stages of a match on most of the other cast. Meanwhile, having only two of these items on a team would be more than enough to, again, basically remove entire heroes from fights.
 
Fair, but 10550 towards an item that basically removes entire characters from the game is not exactly a huge opportunity cost for, if no one else, heroes who have intrinsic value to their kits such as Dynamo, Kelvin, and Viscous. Plus, given the overwhelming value of the item, it'd more than likely shift the meta builds for characters who can be effective supports. Once you get literally 6-9k worth of items to supplement damage or utility, this would be a very easy buy for characters like McGinnis, Seven, and Ivy. Then, finally, once any characters receives core items, this becomes a pretty easy decision for late/ultra late stages of a match on most of the other cast. Meanwhile, having only two of these items on a team would be more than enough to, again, basically remove entire heroes from fights.
Maybe you're right. But currently game lacks an item that is able to remove debuffs from your allies, not just yourself. Maybe there could be two separate items for deployables removal or prevent DoTs/remove debuffs from allied characters since it's kinda sucks to watch your teammate die from afterburn combined with poison or lose big portion of hp from affliction, unable to invest into one more active item.
 
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