Items: Round 2

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assassingao
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Re: Items: Round 2

Post by assassingao » Tue Dec 23, 2008 11:47 pm

Maybe make an active skill out of them, that doubles their effects for X seconds?

LightburneR
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Re: Items: Round 2

Post by LightburneR » Tue Dec 23, 2008 11:56 pm

Timelock Armlet
  • Remove all conditions on the user for X seconds and grant Immunity to all conditions for Y seconds. After Y seconds, inflict all conditions removed for Z% (more than 100) of their original durations.
Absorber
  • Inflicts the condition that was last inflicted onto youself onto the target for X seconds.
???
  • Whenever a condition ends, you become Immune to that condition for X seconds
Its... its... a NEW SIG!! OMG!!

O_O"

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Rising_Dusk
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Re: Items: Round 2

Post by Rising_Dusk » Wed Dec 24, 2008 1:20 am

assassingao wrote:Maybe make an active skill out of them, that doubles their effects for X seconds?
Against popular belief, turning everything into an active skill does not make it more fun or more useful.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

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SetaSoujirou
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Re: Items: Round 2

Post by SetaSoujirou » Wed Dec 24, 2008 1:32 am

Rising_Dusk wrote:
assassingao wrote:Maybe make an active skill out of them, that doubles their effects for X seconds?
Against popular belief, turning everything into an active skill does not make it more fun or more useful.
It just helps Seta out.
And rawr, thanks for the card <33
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TheDeathstalker
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Re: Items: Round 2

Post by TheDeathstalker » Wed Dec 24, 2008 3:19 am

Quick Idea before I go to bed...

Masochist's Trinket: Increases all physical damage taken by X (25?)%, but also returns that much to the attacking unit.
And though you come out of each gruelling bout,
All broken and beaten and scarred,
Just have one more try—it’s dead easy to die,
It’s the keeping-on-living that’s hard.

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Rising_Dusk
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Re: Items: Round 2

Post by Rising_Dusk » Wed Dec 24, 2008 3:44 am

A custom thorns item for a specific damage type could actually be quite cool.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

Fulla
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Re: Items: Round 2

Post by Fulla » Wed Dec 24, 2008 5:54 am

I think I suggested these type of items before a while ago. But basically items that gain bonuses from attacking targets with conditions. Allows alot more interaction & combo's between heroes.

Amputator:
+X damage (can be something else like agility etc.)

Deals +Y damage if target is bleeding.
or
Deals +Y% of targets current health in damage if target is bleeding
or
Gain +Y% damage for Z seconds, if you attack a bleeding target.
or
Gain +Y% attack speed for Z seconds, if you attack a bleeding target.

Fire Rod:
+X intelligence (can be something else like mana etc.)

Gain +Y mana if target is burning
or
Extend Burn on target by +Y seconds (Possibly also steal/claim burn as your own for hero killing purposes).

These are just random examples, the names & effects obviously should be altered & improved.
But something along these lines could work out great.

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Deschain
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Re: Items: Round 2

Post by Deschain » Wed Dec 24, 2008 11:33 am

Rising_Dusk wrote:I still think they really don't have any potential for seeing use even if they can be upgraded. I mean, 50% more cripple/mute is ridiculous, 66% stun reduction may as well be immunity with Crown. I see some... Issues, in that way of thinking.
I never suggested the numbers but I see what you mean. Still there should be atleast one enhancer for each condition type.
Those who seek war deserve for the war to find them.

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Rising_Dusk
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Re: Items: Round 2

Post by Rising_Dusk » Wed Dec 24, 2008 11:46 am

And there always will be, Des, in Crown of the Ages. :)
Fulla wrote:I think I suggested these type of items before a while ago. But basically items that gain bonuses from attacking targets with conditions. Allows alot more interaction & combo's between heroes.
You had, but I'm hesitant because they enforce the same limited usability as the booster items. I mean, they're only really plausible items for heroes that wield the respective conditions (effectively), which sort of defeats the purpose of items. I'm a believer that these items should be viable options for any of the heroes. Granted, some heroes don't deal physical damage, so they can't use, say, Dragonfang Trident, but a vast number can. I can count on one hand the number of heroes in the map that wield bleed in such a manner to make an item requiring it useful.

Also, I don't want to just repeat effects with different conditions for their use. That's pretty boring.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

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assassingao
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Re: Items: Round 2

Post by assassingao » Wed Dec 24, 2008 12:09 pm

Eternity's arms
Any conditions applied by the hero has X% chance to be extended by Y/Y% seconds.

Useful for any hero, except Anick, boo.

Will of the Weak
The hero has increased movespeed for each/any condition suffered.

Fearbind
Any damage done by this hero (to units with condition, of course) has X% chance to burn Y mana as well.

Fulla
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Re: Items: Round 2

Post by Fulla » Wed Dec 24, 2008 12:14 pm

Ah yes, but you only need 1 guy on your team to apply that specific condition for your items to gain bonuses.
Granted this may be to situational, there can ofcourse always be hydrid items such as:

Kroeger Blade:
Grants +4 Agility

If you attack a target with bleed, you gain +15% attack speed for 5 seconds
If you attack a target with burn, you gain +15% damage for 5 seconds.

Ofcourse this is just a completely random example, where I just threw in some stats.
I truly do think it has alot of potential thou, where you can look at your team, do a bit of thinking & see which conditions can be created, then pick 1 of these items accordingly.
Heroes can also pair up nicely, like say Rose & Arrow Kree, Rose with this item could have great benefits in that situation.

Several hydrids are possible, combining alot of different conditions, encouraging more teamwork.

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Rising_Dusk
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Re: Items: Round 2

Post by Rising_Dusk » Wed Dec 24, 2008 12:34 pm

You're right, but it's one thing to combo with a team mate, it's another thing entirely to rely upon them. I'll give it some thought, though, mayhaps I could snake a single item of that type in for a common condition, but I'd by no means make 8 of them spanning all conditions.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

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Re: Items: Round 2

Post by Sabertooth » Wed Dec 24, 2008 12:56 pm

Cuirass of Recoil
Whenever you are stunned or knocked down, so are all enemies around you.

LightburneR
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Re: Items: Round 2

Post by LightburneR » Sun Dec 28, 2008 12:07 pm

Soultwined Brooch
  • Links X units in a chain. Whenever a unit in the chain suffers from a condition, it is reduced to X% and Y% of the duration is applied to all units in the chain.
Yay Spirit Link!

Voodoo Doll
  • Extends all conditions the target is suffering by 1 every second whilst channelled.
Broken Bone Blade
  • Increases your attack damage by X% for each conditions you suffer from, and an additional Y% if you suffer from Maim.
Could be with any bonus or condition.
Its... its... a NEW SIG!! OMG!!

O_O"

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Re: Items: Round 2

Post by VZManticoran » Sun Dec 28, 2008 2:53 pm

Perhaps something that causes conditions for, say, 25 or 50% of their duration whenever it is inflicted on you around you, with the cost that conditions last 25 or 50% longer on you as well.
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