Vitality Item: Philosopher's Stone

jinijin1337

New member
Tier 3 Vitality Item
Philosopher's Stone

[+17% base health]

+125 Bonus Health
+1m/s Move Speed
+1.5 Health Regen


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Active: (0s cooldown)
Switch to three different modes, providing bonus stats based on the current mode


Weapon Mode
+15% Weapon Damage
+20% Fire Rate
+20% Ammo


Vitality Mode
+125 Bonus Health
+2.5 Health Regen
+2m/s Sprint Speed
+8% Bullet Resist
+8% Spirit Resist

Spirit Mode
+10 Spirit Power
+10% Cooldown Reduction
+10% Ability Range
+10% Spirit Lifesteal
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I got the idea from Power Threads from Dota 2; another IceFrog game. I like the idea
of having flexible item that can be used in many situations. My idea is to make it a zero
second cooldown so you can switch to a mode of your choice quickly. I believe this simple
thing can separate the low and high MMR players based on their micro-ing skills.
 
even just a single of those is a great item, id pick this up and leave it on gun until I wanna move fast and then swap it back, too good.
 
This item wouldn't need to be micro'd to have high value. As an example, character like Lady Geist could very easily stay on spirit bonuses to receive lifesteal, range, and have the bonus move speed from the base stats. It'd be very oppressive in lane. For any characters, you could take unfavorable trades and simply back off withe lifesteal + regen.

I don't think the concept is bad but this game has a very different flow than Dota 2, at least from when I last played. Being a shooter inherently gives you much more poke than in a top-down game while the movement capabilities inherent to all characters--sprint, slide, dash--allow for very fast map rotation. Kits and items are also designed with the intention of having most or all heroes having viability in any build path, even more so than Dota. Implementing such a flexible item would make it much easier for a character to utilize all their strengths rather than having a focus, at least in laning or mid game.

I'm not sure what the answer would be to make it a slightly more palatable item. Definitely add a cooldown to swapping unlike Power Treads. Maybe make it a T4 with components so it's a higher value T4, like Boundless Spirit, with the intention of making it an very late game item to help round out builds. For example, if it's a vitality item, then make it so its spirit and weapon modes are far less value than spirit and weapon T4s but the vitality mode is comparable to other T4 vitality items.
 
This item wouldn't need to be micro'd to have high value. As an example, character like Lady Geist could very easily stay on spirit bonuses to receive lifesteal, range, and have the bonus move speed from the base stats. It'd be very oppressive in lane. For any characters, you could take unfavorable trades and simply back off withe lifesteal + regen.

I don't think the concept is bad but this game has a very different flow than Dota 2, at least from when I last played. Being a shooter inherently gives you much more poke than in a top-down game while the movement capabilities inherent to all characters--sprint, slide, dash--allow for very fast map rotation. Kits and items are also designed with the intention of having most or all heroes having viability in any build path, even more so than Dota. Implementing such a flexible item would make it much easier for a character to utilize all their strengths rather than having a focus, at least in laning or mid game.

I'm not sure what the answer would be to make it a slightly more palatable item. Definitely add a cooldown to swapping unlike Power Treads. Maybe make it a T4 with components so it's a higher value T4, like Boundless Spirit, with the intention of making it an very late game item to help round out builds. For example, if it's a vitality item, then make it so its spirit and weapon modes are far less value than spirit and weapon T4s but the vitality mode is comparable to other T4 vitality items.
It's a Tier 3 item, though, it's 3000 souls. Shouldn't the laning phase be over by that time or at least be very close to that?

But I agree that it would give the all-rounders a good option to stay relevant.

I think what item needs is not a cooldown, but a wind-up - like a short animation akin to some of the ultimates, leaving you vulnerable while changing the modes. That should leave it viable and useful while forcing the player to choose the time to swap modes more carefully.
 
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