Items: Round 2

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assassingao
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Re: Items: Round 2

Post by assassingao » Sun Dec 28, 2008 3:30 pm

Blistering Staff
Upon applying conditions, there are X% chance to stun the enemy unit for 0.1 second.

Crystalline Band
Allows blinking to the target location, muting and maiming enemies in the area and the user.

Scroll of Cowardice
Increases movespeed, stackable, extends cripple on the user by 1 second whenever it receives a condition.

Witherer
When receiving conditions, it has X% chance to make an illusion of itself which lasts for Y seconds.

Voidchant Armor
When receiving conditions, it has X% chance to be invisible for 2 seconds. Extends all conditions taken by 3 seconds.

Doomsway Hammer
Knocks down the target and the user for 2 seconds upon using. Has short cooldown.

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TheDeathstalker
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Re: Items: Round 2

Post by TheDeathstalker » Sun Dec 28, 2008 5:31 pm

Had some more ideas...

The Devil's Luck: Any percent chances (ie critical strike, blind) have the percent increased or decreased (favorably) by X

Coin of Weal and Woe: Any percent chance occurrence has a 50/50 chance on success to either double the effect or cancel it.

Extraordinary Tonic: Comes empty. If the Extraordinary Tonic is empty, and a condition is applied to the hero, that condition is negated and the tonic is filled. If the Extraordinary Tonic is filled, it can be drunk to restore X health and Y mana over Z seconds but it also applies the condition that filled it for the original duration. Drinking the potion empties it again.

(Kinda tripped up over the words, and I dunno if it even should heal, but the idea is you can protect yourself against conditions, but not without eventually receiving them)

Ironhide Flask: Instantly reduces the duration of all conditions by X and heals for Y health, with Z (low) cooldown

Blaze Spike: Increases/reduces burn as the 3 fac item. Whenever a unit dies under the effects of a burn that you applied, it explodes, dealing X damage (maybe not) and extending burn on nearby enemy units for Y seconds.

Badass Tuning Fork: Whenever you apply a condition that you suffer from, X% of it's duration is removed from you and added to the original amount on the foe

(Err... again, words fail, but say I'm burning for 10 seconds and apply a burn for 8, now say X is... 50%. You apply 8 seconds of burn, then the item takes effect, reducing your duration by 4 and increasing theirs by 4, so now it's you burn for 6 seconds, they burn for 12. Not sure how effective this would be, but I can think of a few times it would come in handy, say for Parhelios with his ultimate if he gets muted.)
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 » Sun Dec 28, 2008 6:49 pm

Most of those really have no place in DoE. The Blaze Spike is rather cool, though.
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Re: Items: Round 2

Post by pandamanana » Sun Dec 28, 2008 8:32 pm

Meditative Circlet : Replenishes +X mana initially and mana over time for Y seconds along with muting you for Y seconds.
Smoldering Heart : Gives you +X attack speed and mana regeneration for Y seconds while also causing you to burn for the same duration.

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TheDeathstalker
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Re: Items: Round 2

Post by TheDeathstalker » Mon Dec 29, 2008 12:39 am

Yeah, to be honest, they were more of random "hey, this may be cool" type things, the Blaze Spike is the only one I really thought DoE for... So, in attempt to repeat previous success...

Spear of Silence: Increases/reduces Silence as the 3 fac item. If the silence applied by this is removed by anything but the duration ending normally, all skills on that hero are put on cooldown as if they had just been used.
Goreblade: Increases/reduces Bleed as the 3 fac item. For every enemy you have applied bleed at once, the rate of bleeding increases. This is to say that if X units are bleeding, they would take X seconds worth of bleed every second, but the condition would lose X seconds of duration every time.
Yellowed Orb: Increases/reduces Blind as the 3 fac item. Foes that you have blinded deal X% of their damage as splash around themselves to friendly units when they miss.
Ashen Scepter: Increases/reduces Ruin as the 3 fac item. Physical damage on foes that you have ruined have a X% chance (per conditon?) to critical for Y% extra damage.

Meh, not the best, but who knows... Can't come up with anything for Knockdown, Maim or Cripple though...
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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SetaSoujirou
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Re: Items: Round 2

Post by SetaSoujirou » Mon Dec 29, 2008 2:40 am

I believe Dusk already has a replacement for the silence item, (Silences the hero along with enemies for 4 seconds)
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Re: Items: Round 2

Post by Soul_Reaver » Tue Dec 30, 2008 10:00 am

That'll be fun on Innert. :P

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Re: Items: Round 2

Post by VZManticoran » Tue Dec 30, 2008 3:22 pm

Cripple could cause each unit crippled to slow nearby units with a condition by say, 10% per condition.
Maim could cause the unit to lose Agility.
Knockdown could cripple units for 1 second at the end of the knockdown.
Like your blind effect.
Ruin could cause units to take X% of the damage taken while ruined at the end of the Ruin. Like 10-20%, not much, or it'd get silly.
Bleed should, uh... Reduce Strength by .5 every tick for the duration of the Bleed.
Burn is cool.
Mute... Drains X mana per second per condition the enemy suffers from, and reduces Intelligence?
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Cooldood
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Re: Items: Round 2

Post by Cooldood » Sat Jan 03, 2009 9:40 am

Yellowed Orb: Increases/reduces Blind as the 3 fac item. Foes that you have blinded deal X% of their damage as splash around themselves to friendly units when they miss.

This sounds awesome :D
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Merlin
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Re: Items: Round 2

Post by Merlin » Wed Feb 11, 2009 10:24 am

Percussion Instrument [8 faction]


Passive Bonus:

+4 Strength

Active Skill:


Melee range, physical attacks have a 15% to knock an enemy away a short distance. Lasts 15 seconds. 45 second cooldown.

Flavor text:

...of Doom

Jirinal
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Re: Items: Round 2

Post by Jirinal » Fri Feb 13, 2009 7:30 am

Well lets see if you like these, though i dont have names for them...

Item 1: When the hero is suffering from either bleed or burn he will loose mana instead of hitpoints, if the user got 0 mana the damage will be doubled.

Item 2: When the hero is suffering from either bleed or burn he will be healed by the amount of damage caused by bleed or burn.

Item 3: The item will give the hero a 15% chance of doing 1.5 more damage per attack. If the attacking unit is suffering a condition the hero will do 2 more damage per attack, if the hero is suffering a condition the critical chance will go up to 50%.

Item 4: This item will do nothing until the wearer will suffer from a condition, the applied condition will be saved in the item and the hero can apply it on a target. Works on both allies and enemys and self.

Item 5: When the hero is suffering a condition it will be removed and the condition will be send back to the applier.

Item 6: When the hero attacks there is a 5% chance to spread a random condition of target on all nearby units.
OR
When the hero is attacked a random condition of his will spread amongs nearby units.

Hope you like em.

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SetaSoujirou
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Re: Items: Round 2

Post by SetaSoujirou » Fri Feb 13, 2009 11:27 am

Nice thread revival, we already have our items.
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Rising_Dusk
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Re: Items: Round 2

Post by Rising_Dusk » Fri Feb 13, 2009 12:11 pm

That in no way means he can't still contribute his ideas, Seta.
____________________________________________
Jirinal, you need to be careful with your items. Some of them duplicate hero skills and some of them render whole conditions virtually null. Your second item, for instance, nullifies burn and bleed. Also, some of them are a bit too condition driven (Yes, that's possible) such as the last one. Spreading a condition is a tricky item to put to use since it's neither reliable in which condition it spreads, but it requires they have a condition at all in the first place.

Cute ideas, though. :)
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Kaome Sky Deathand
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Re: Items: Round 2

Post by Kaome Sky Deathand » Fri Feb 13, 2009 12:13 pm

Stonestep - This unit cannot be knocked down but has its movement speed reduced by a flat %.
--Somewhere along the lines of being crippled, that kind of movement speed--

Man-Skin Boots -Available only at Kingler the Crab and only for Vela or Meridia-
Reduce cooldown time on skills that deal with corpses.

Cloak of the Neverliving Flame - This unit is immune to Burn.
All other conditions afflicted against it are increased by a flat amount.

Idol of Still Voices This unit is immune to Mute.
All spells from this unit have their mana cost and cooldown doubled.

Infinity Potion - User gains 1 level, for the next 666 seconds they gain no exp.

Eshabir el-Hekhet 'The Merciless Mask'
-Passive Effect : +X Armor
-Active effect: When activated, each (X Seconds) active user gains additional damage, attack speed, and life degen.
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assassingao
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Re: Items: Round 2

Post by assassingao » Fri Feb 13, 2009 12:41 pm

Bloodfire Totem
Turns every 1 second of each suffered conditions (minus burn) into X second of burn.

Dusteater
If this unit misses an attack, it will be healed for X hp.

Moonsphere
The Next spell cast will refreshes instantly, but for each spell cast, it will be muted for 2 seconds.
Has X seconds cooldown.

Will of the Silent
This unit gains X mana and health when suffering from mute every second.

Sanctuary (Revisited)
When activated, gives all conditions to nearby enemy units and dispels those conditions from the user.
Increases suffered conditions by 2 seconds.

Last Rites (Revisited)
Deals X magickal damage and cripples surrounding enemy units by Y seconds. More damage will be dealt for each condition they suffer.
Heals 10 life when the bearer receives a condition. (Like the old one.)

Last Breath
When activated, applies all conditions to the user for X, but gives it 50% movespeed.

Wand of the Wicked
Magickal damage dealt will instantly kills a unit below 100 life.

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