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Nome
08-27-2009, 08:34 PM
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Relics/trinketofrestoration.jpg Trinket of Restoration (350)
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Weapons/guardianring.jpg Guardian Ring (175)
=
http://i28.tinypic.com/21oogoz.jpg Nome's Amulet (525)



+2 Armor
+2 HP/s
+2 Damage
Resonance [Passive]



Gain another +1 armor, +2 HP/s, and +2 damage for each additional allied Crystal Amulet within 700 range. Effect is limited to one per holder.
Cost-Benefit
This is an early-game item designed for dual-laning and pushing. If both heroes obtain Crystal Amulet, they will both have +3 Armor, +4 HP/s, and +4 damage, which can give them a slight laning advantage. A team with 5 Crystal Amulets will have +6 armor, +10 HP/s, and +10 damage each. This is equivalent to 525x5 = 2625 team gold. Astrolabe costs 2339 and Abyssal Skull costs 2075, so it's a cost-effective item without being imbalanced, as it requires full team participation to be used to its highest potential. The item works such that there is increasingly higher incentive for each team member to get it. The final team member, for a mere 525 gold, is getting 6 armor (worth 600 gold), 10 regen (worth 1750 gold), and 10 damage (worth 500 gold)--that's a really good deal. [/BillyMays]

Utility
This item will ideally be useful both as a standalone item and as a team item. By combining two cheap, popular items and giving a very small effect boost, it provides yet another choice for non-mana centric heroes to start off with (though the leftover gold still allows you a single mana potion). In addition, as a auto-combine item, it should be disassemble-able. Players will hopefully ask, "Amulet?" to their lanemates the beginning of each match to coordinate their builds. In addition, a hero like Wildsoul that can support two inventories can further extend the benefits to 7/12/12.

PoopyDesires
08-27-2009, 08:36 PM
There was an item like this on DotA-Allstars called Legion that gave stronger effects the more players had it.

Of course that was a global damage thing, and this is absolutely GREAT for many reasons:

1. Simple, not just a bunch of effects stacked onto one item.

I mean if it was that simple I wouldn't like it, but its a great alternative to starting lanes and great for early-game pushes, ganks, and more.

Definitely T-Up, would love to see this in game (With the name intact of course. Someone deserves credit <_<)

Nome
08-27-2009, 08:45 PM
Meh, haven't been to the D-A.com forums in a long time. Oh well, blithering idiots think alike :3

Sufferr
08-27-2009, 09:27 PM
Like it, T-Up !
The problem with items such as those is that they become a must =x

Nome
08-27-2009, 09:31 PM
Like it, T-Up !
The problem with items such as those is that they become a must =x

It's arguable, I think.
You'd still be well-off with one player going for Ring of the Teacher and the other going for Rejuvenating Ornament.

Bugglez
08-27-2009, 09:38 PM
I like.

Nome
08-27-2009, 11:50 PM
Love bump!

Bobnintendo
08-28-2009, 12:00 AM
I like the item but I suggest thinking about the numbers, if you compare this to other items, you will see Guardian Ring adds 2 armor for 175 gold, whereas 2 HPreg would be 350 Gold on Trinket of Restoration, and Punchdagger adds 9dmg for 500 gold, that would be 2 damage for 111 gold, now I know that you can not just compare those numbers but I still think that the regeneration part is too strong, or the damage part is too weak. I think those numbers could still be tweaked.

But everyone knows, vote on concept not on number, so I gotta say, I love the item and I do not think it is going to be a must since, yes. Ring of the Teacher + Ornament (I think that was the name) Is comparable to this, and it adds manareg.

Dr_Knickers
08-28-2009, 12:08 AM
Great idea :D

I also like how Nome sounds so similar to Gnome, which would fit the title nicely :P

Bates3
08-28-2009, 12:22 AM
T-up for sure, like the idea of a different starting item.

Anghkor
08-28-2009, 12:36 AM
Looks good to me, man. Can't really find any real flaws with it. At first I thought it was supremely overpowered, since I assumed you gained the bonus effects on a global scale. However, then I noticed the 700 range limit... and whammo! Another solid idea by the Nome'ster.

Nice one!

Kaliuz
08-28-2009, 02:12 AM
Great idea =]
Finally a new alternative for a starter item!
Price is good, the effect is quite good too, but well balanced.
Thumbs up for sure!

Mittsies
08-28-2009, 03:14 AM
My only real fret is a forced-synergy. Your team will HAVE to get this item -- because if even one person doesn't it's been dramatically weakened. Legion was a cool concept but I've never been a huge fan of the idea.

DerTick
08-28-2009, 04:20 AM
i think you got the application of this item wrong getting it as a startingitem won't do it, most heros need the statboosts and the +dmg for farming/harassing/denying in the beginning therefore i don't see too many people getting it early on. but as the game transits to midgame and you switch to teampushes it grows exponentially stronger. the stacked 10hp/s, 10ar and 10dmg are pretty sweet for that price. but at that point of a game i don't necessarily see people spending there gold on this item. also inventoryslots are rare for some heros and to spend it for an item like this might not be the best course of action.

one way to solve that problem would be to make it a part of another recipe like a headress then there would be rather a point in getting it

Full_Effect
08-28-2009, 04:23 AM
Nome, you never cease to amaze. Every suggestion you make is well thought out and accepted by the community. I r jealous. :3

Bloodaxe
08-28-2009, 04:28 AM
I would like to see it weaker, but a global radius

Nome
08-28-2009, 05:02 AM
My only real fret is a forced-synergy. Your team will HAVE to get this item -- because if even one person doesn't it's been dramatically weakened. Legion was a cool concept but I've never been a huge fan of the idea.


i think you got the application of this item wrong getting it as a startingitem won't do it, most heros need the statboosts and the +dmg for farming/harassing/denying in the beginning therefore i don't see too many people getting it early on. but as the game transits to midgame and you switch to teampushes it grows exponentially stronger. the stacked 10hp/s, 10ar and 10dmg are pretty sweet for that price. but at that point of a game i don't necessarily see people spending there gold on this item. also inventoryslots are rare for some heros and to spend it for an item like this might not be the best course of action.

one way to solve that problem would be to make it a part of another recipe like a headress then there would be rather a point in getting it

I checked out Legion, and the item is ultimately flawed because it's a damage/IAS item, when the majority of competitive teams focus on INT items, while DPS heroes focus on survival items.
I like to think of Resonance as an effect that, instead of making your team HAVE to get the item, makes them WANT to get the item, because each additional Amulet is just that much more powerful than the last, not just for the pre-existing owners, but for the person who buys it.

Let's put it this way--if your entire team has Amulets, you'll want to get it. Hell, you'd be dumb not to. Why? Because for 525 gold, you're getting 10 armor, 10 regen, and 10 damage. For that much armor by itself you'd normally be paying 1400 gold. Talk about a hell of a deal!


I would like to see it weaker, but a global radius

I decided against a global radius for a reason: it'd make the item required for the entire team right at the beginning. I wouldn't want the entire team to have to get the item--that'd be horrible, as it'd either be too strong and kill off all other starting item builds, or too weak and just stupid :p


Nome, you never cease to amaze. Every suggestion you make is well thought out and accepted by the community. I r jealous. :3

When I fail, I fail spectacularly!

DerTick
08-28-2009, 05:25 AM
nvm what i said before it's flawed but very cheap so it might be good choice

Sapheron
08-28-2009, 06:02 AM
I like it, especially since the components of the item spell EZ

PoopyDesires
08-28-2009, 03:05 PM
Seems like people are underating this.

For 0 cost whatsoever you're getting a stronger version of a Guardian Ring and a Healing Trinket. In an Aura. The fact that it stacks is even better.

Bloodaxe
08-28-2009, 03:07 PM
Seems like people are underating this.

For 0 cost whatsoever you're getting a stronger version of a Guardian Ring and a Healing Trinket. In an Aura. The fact that it stacks is even better.


if this every came out, I know I would get this everytime, and make my lane partner get it too!

PoopyDesires
08-28-2009, 03:09 PM
Likewise.

4 regen and 4 armor AND 4 damage for the cost of 2 regen and 2 armor (no damage ;o). sounds good to me.

By the way what would happen if Wildsoul got this and gave it to his bear? Could he get the passive 4/4/4 and could his team get 12/12/12? I think that would still be balanced but be awesome as a new core item for a foresting Wildsoul.

Hippie
08-28-2009, 03:11 PM
This sounds awesome. T-up :D

Nome
08-28-2009, 03:12 PM
Likewise.

4 regen and 4 armor AND 4 damage for the cost of 2 regen and 2 armor (no damage ;o). sounds good to me.

By the way what would happen if Wildsoul got this and gave it to his bear? Could he get the passive 4/4/4 and could his team get 12/12/12? I think that would still be balanced but be awesome as a new core item for a foresting Wildsoul.

Great point, I'll add it to the OP.

PoopyDesires
08-28-2009, 03:14 PM
But seriously I truely hope this is put into the game. I mean I know I wanted Stormguard in the game but no chance of that. However this is much simpler, easy to code and implement, and would definitely be taken well to.

Oh yeah I also want to use it since its a pretty ftw laning item.

Come on S2 check this out >_>

Anghkor
08-28-2009, 03:20 PM
Seems like people are underating this.

For 0 cost whatsoever you're getting a stronger version of a Guardian Ring and a Healing Trinket. In an Aura. The fact that it stacks is even better.
Wait, wait, wait. This gives an AURA? Or that just a misunderstanding.

It was my impression that only the users with the item equippedm within the required radius, got the effects, including the added bonus from multiple versions. If this item produces an aura that effects EVERYTHING, that's ridiculously strong for it's price.

Nome
08-28-2009, 03:27 PM
Yeah, it's not an aura. It only affects users who are holding the item.

Sabre
08-28-2009, 03:40 PM
I would decrease the armor gained by having people around to 1, +10 armor for a team seems like it dwarfs the abilities of other heroes and items by too much.

Nome
08-28-2009, 04:28 PM
I would decrease the armor gained by having people around to 1, +10 armor for a team seems like it dwarfs the abilities of other heroes and items by too much.

When I think about it that way, agreed. Now it's +1 per additional user.

Anghkor
08-28-2009, 04:33 PM
Yeah, it's not an aura. It only affects users who are holding the item.
Good to know, thank for the clarification.

I would decrease the armor gained by having people around to 1, +10 armor for a team seems like it dwarfs the abilities of other heroes and items by too much.
Agreed, and glad you changed that, Nome.

Zuika
08-28-2009, 04:35 PM
voted Yes.

I like it and I don't.
If a new starteritem should be implemented atm; it should be Magic Stick/Wand.

But this is a good idea, for sure. Just sad it doesn't have any upgrades(yet) :p

PoopyDesires
08-28-2009, 04:48 PM
Wait, wait, wait. This gives an AURA? Or that just a misunderstanding.

It was my impression that only the users with the item equippedm within the required radius, got the effects, including the added bonus from multiple versions. If this item produces an aura that effects EVERYTHING, that's ridiculously strong for it's price.

I was implying the "aura" aspect of it only function on those who actually had the item and were in the radius.

Sorry for misclarification >_>

Nome
08-29-2009, 01:54 AM
Good to know, thank for the clarification.

Agreed, and glad you changed that, Nome.

TBH, I went with 2/2/2 'cuz it looked pretty >.>


voted Yes.

I like it and I don't.
If a new starteritem should be implemented atm; it should be Magic Stick/Wand.

But this is a good idea, for sure. Just sad it doesn't have any upgrades(yet) :p

I always hated Magic Stick/Wand = /
It's just too good. IMO, you should never be punished for playing aggressively, and Magic Stick/Wand did just that.

Spaztastik
08-29-2009, 02:23 AM
Very good early game items, 2 laners get it and boom, more regen!

Mittsies
08-29-2009, 02:56 AM
EDIT: --

Sabre
08-29-2009, 02:59 AM
I think the counter to your argument is the cost of the recipie. Thats nearly 1000 gold for an early game advantage, and a small buff late/mid. If you want to take 1000 gold away from your carriers early game when they need every gold coin they can squeze out of the creeps, go right ahead.

I think this will best see use on teams with only semi carries and/or int dps's who farm much better but lose out in the late game more often, as this could help push stronger and end games quicker.

_swEEt
08-30-2009, 08:31 AM
seems like more of an organized team item. and also i dont like the idea of making people's names into items simply because it will cause all sorts of **** if the dude is like maliken *wink*

Thooom
08-30-2009, 09:42 AM
I really like the idea. However I think maybe it should not lead to any upgrades or players will be too dependant on it. Thing about items they should not appeal to everyone. Except boots and runes of the blight xP

Nihility
08-30-2009, 10:11 AM
was playing Madman in a EM the other day, and i dreamed this item was in the game, so i was like "were the F*$% is the ring........"

omg please put the item in already xD, please S2 :)

Samsam1
08-30-2009, 10:39 AM
Good Idea. I like the fact that it doesn't force people to get it, because in the laning phase this item is good simply by itself, but it makes the other people WANT to get it, because it becomes stronger. Nevertheless, he's not force to get it if he doesn't want to, because you still get something nice out of it by yourself.

yourstruly
08-30-2009, 10:58 AM
this is just really really really good, to the point where i think in 2 man lanes, all other starting items would become obsolete. you get +4 damage armor regen for 525g, for both, that means you're borderline immune to harass and can harass self much better: normally you get few stat items and some tangos at start, but this gives greater advantage without becoming night worthless or consumed earlygame: normally if you want to go ealry 4 regen, which is significantly, you go with a few tangos and hope to get few lasthits for lifetube - but again this would cover it instantly.

It just seems to become a nobrainer in 2man lanes, and a huge boost for practically no cost.

Nome
08-30-2009, 04:53 PM
this is just really really really good, to the point where i think in 2 man lanes, all other starting items would become obsolete. you get +4 damage armor regen for 525g, for both, that means you're borderline immune to harass and can harass self much better: normally you get few stat items and some tangos at start, but this gives greater advantage without becoming night worthless or consumed earlygame: normally if you want to go ealry 4 regen, which is significantly, you go with a few tangos and hope to get few lasthits for lifetube - but again this would cover it instantly.

It just seems to become a nobrainer in 2man lanes, and a huge boost for practically no cost.

Not completely a no-brainer :p
There's no mana regen included!

En_Dotter
08-30-2009, 07:31 PM
I like the idea. Also i like simple cheep items. Well thats mostly cause im better early game than late :D.

yourstruly
08-30-2009, 08:03 PM
CRUD! the all important manaregen!

still, the point remains imo :D

if the bonus from other copies was reduced to one, and range up to 1000 or so, it would be better imo. (technically worse, not better, but gameplay balance wise better x_X)

Nome
08-30-2009, 10:23 PM
Well, the problem is, if you do that, it becomes worthless, as a Rejuvenating Ornament + Ring of the Teacher combo is far superior.

truckdriver1
08-30-2009, 10:31 PM
no need for this item with headress and various ways of regen already.

Excalibur
08-30-2009, 10:33 PM
The resonance effect of this item is what makes it truly valuable. I see these being very nice for any two regen requiring heroes laning together early game. And if you happen to have 3 or 4 of these on your team in a mid game push, even better.

Hope to see this get in Nome, good luck.

Glorify1
08-30-2009, 10:40 PM
Nome loves to buy RoRs at the beginning of the game. T-down because he'll be buying this baddy amulet.

Nome
08-31-2009, 01:21 AM
CRUD! the all important manaregen!

still, the point remains imo :D

if the bonus from other copies was reduced to one, and range up to 1000 or so, it would be better imo. (technically worse, not better, but gameplay balance wise better x_X)

I dunno, I think it's still pretty good. I tried out the numbers and it's just not the same. The effects really get eclipsed by other team items if you nerf it down that much.

At this point, I think it's got the "Hood effect". When Hood of Defiance (Shaman's Headdress) was introduced into DotA, people immediately called it imbalanced because it nullified nukers. But people eventually got used to it, and realized that it was a big investment.

Panderous
08-31-2009, 01:32 AM
What about multi-item stacking? If I am carrying two of these, would it at all effect the buff? Since its not an aura, stacking is possible?

It would create quite the unique team build on item, but could also go sour if this was the case. And entire team stacking this teams would put a Behemoth Hearts out of business :)

Amazing Idea though. Top Props for it.

LectorJack

Nome
08-31-2009, 01:47 AM
What about multi-item stacking? If I am carrying two of these, would it at all effect the buff? Since its not an aura, stacking is possible?

It would create quite the unique team build on item, but could also go sour if this was the case. And entire team stacking this teams would put a Behemoth Hearts out of business :)

Amazing Idea though. Top Props for it.

LectorJack

I wrote in the resonance description that "Effect is limited to one per holder." It's unclear as hell, but I couldn't figure out a better way to say it. Basically no, each hero can only hold one... kind of. Wildsoul can hold two. I mean, well, you COULD build as many as you want, but it'd only COUNT one per holder.

Also, Behemoth's Heart still gives much greater benefits, especially as it doesn't require your team to be in constant range :p

Nome
09-01-2009, 05:38 AM
Justice bump!

yourstruly
09-01-2009, 06:57 AM
frankly, i dont think rott + rejuv would become much superior - even at 2 of these it still gives them both standalone bonus, and it gives both of the mlasthitting capacity - where as the pair gives lasthitting power to only one. Also, it heals and gives armor to creeps, which isnt desirable.

also, give that they would be practically on par earlygame, i think isa viable option, since in teamfights the talismans would be better without any extra investment - where as you have to upgrade the others to make them viable.

Bloodaxe
09-02-2009, 02:49 AM
Bump cuz i love this idea!

Nome
09-02-2009, 08:14 AM
frankly, i dont think rott + rejuv would become much superior - even at 2 of these it still gives them both standalone bonus, and it gives both of the mlasthitting capacity - where as the pair gives lasthitting power to only one. Also, it heals and gives armor to creeps, which isnt desirable.

also, give that they would be practically on par earlygame, i think isa viable option, since in teamfights the talismans would be better without any extra investment - where as you have to upgrade the others to make them viable.

RoT gives +6 damage, and Rejuv Headdress gives +2 all stats ;)

eisenpony
09-02-2009, 02:08 PM
I love it.. I also thought it would be cool to have an option.. Maybe this is to OP, but just a thought...

How about a paired item.
[Supportive] Adorned Vestments

http://honwiki.net/w/images/2/26/Scarabitem.gif Scarab (325)
http://honwiki.net/w/images/e/e7/Mystic_Vestmentsitem.gif Mystic Vestments (400)
=
Adorned Vestments (725)


+5 Magic Armour
+50% Mana Regen
+2 Damage
+Resonance [Passive]
Would work with resonance from Nome's Amulet, but each hero only adds to the resonance effect once. Would add
+1 Magic Armour +50% Mana Regen + 2 damage to the resonance field.

soo....
3 heroes with Nome's amulet, and 2 with Vestments would end up with

Hero with Amulet:
+2 Armour for holding the item +2 Armour for resonance
+2 Magic Armour for resonance
+2 Health regen for holding the item +4 health regen for resonance
+100% mana regen for resonance
+2 damage for item +8 damage for resonance

Hero with Vestments:
+3 Armour for resonance
+5 Magic Armour for item +1 Magic Armour for resonance
+6 health regen for resonance
+50% mana regen for item +50% mana regen for resonance
+2 damage for item + 8 damage for resonance

Nome
09-02-2009, 08:11 PM
I love it.. I also thought it would be cool to have an option.. Maybe this is to OP, but just a thought...

How about a paired item.
[Supportive] Adorned Vestments

http://honwiki.net/w/images/2/26/Scarabitem.gif Scarab (325)
http://honwiki.net/w/images/e/e7/Mystic_Vestmentsitem.gif Mystic Vestments (400)
=
Adorned Vestments (725)


+5 Magic Armour
+50% Mana Regen
+2 Damage
+Resonance [Passive]

Would work with resonance from Nome's Amulet, but each hero only adds to the resonance effect once. Would add
+1 Magic Armour +50% Mana Regen + 2 damage to the resonance field.

soo....
3 heroes with Nome's amulet, and 2 with Vestments would end up with

Hero with Amulet:
+2 Armour for holding the item +2 Armour for resonance
+2 Magic Armour for resonance
+2 Health regen for holding the item +4 health regen for resonance
+100% mana regen for resonance
+2 damage for item +8 damage for resonance

Hero with Vestments:
+3 Armour for resonance
+5 Magic Armour for item +1 Magic Armour for resonance
+6 health regen for resonance
+50% mana regen for item +50% mana regen for resonance
+2 damage for item + 8 damage for resonance

That's actually really interesting. I want to avoid magic armor though. However, that does give me a different idea...

Giraffe
09-03-2009, 09:29 PM
Shameless bump

Sabre
09-03-2009, 09:43 PM
Wow. You know you're a forum celebrity when people bump your threads for you. Either that or they just hope he won't close their non-public poll threads by sucking up. :P

KorbenDallas
09-03-2009, 09:50 PM
Really digging this idea dude, good pay off for having some synergy with your team chat, not too overpowered. Would be more than happy to see in the game. =D

LegoPirate
09-03-2009, 10:21 PM
I love it.. I also thought it would be cool to have an option.. Maybe this is to OP, but just a thought...

How about a paired item.
[Supportive] Adorned Vestments

http://honwiki.net/w/images/2/26/Scarabitem.gif Scarab (325)
http://honwiki.net/w/images/e/e7/Mystic_Vestmentsitem.gif Mystic Vestments (400)
=
Adorned Vestments (725)


+5 Magic Armour
+50% Mana Regen
+2 Damage
+Resonance [Passive]
Would work with resonance from Nome's Amulet, but each hero only adds to the resonance effect once. Would add
+1 Magic Armour +50% Mana Regen + 2 damage to the resonance field.

soo....
3 heroes with Nome's amulet, and 2 with Vestments would end up with

Hero with Amulet:
+2 Armour for holding the item +2 Armour for resonance
+2 Magic Armour for resonance
+2 Health regen for holding the item +4 health regen for resonance
+100% mana regen for resonance
+2 damage for item +8 damage for resonance

Hero with Vestments:
+3 Armour for resonance
+5 Magic Armour for item +1 Magic Armour for resonance
+6 health regen for resonance
+50% mana regen for item +50% mana regen for resonance
+2 damage for item + 8 damage for resonance

t-up for both. great idea, and very versatile

Nome
09-04-2009, 05:36 AM
Nightly bump~

Verisi
09-04-2009, 05:55 AM
This is slightly unsightly in my opinion. Either most/all of your team gets it and your team-fights are full of +10 armor (with a Ring of the Teacher) and +10hpregen insanity, where the enemy team is basically required to spike people to death, or no one really wants to get it because it's nowhere near as good without the team-buying. I can already see the conflicts formed in pubs. :>

I dislike the forced team... it's not really teamwork, just team-item-buying. I disliked Legion too.

Sordak
09-04-2009, 06:06 AM
yess! very usefull! and good idea.

eisenpony
09-04-2009, 11:51 AM
I'm dying to know Nome. What was the idea you got?

DvorakQ
09-04-2009, 12:09 PM
Its too good. Make it more expensive so teams will really have to think about whether or not they should get it. I mean the healing component(Refreshing Ornament) of mekansm(Astrolabe) is 603 gold. And its far inferior to your item which is already cheaper. Slap on at least a 250-350 gold recipe and force someone on team to get a courier so people can complete.

Nome
09-04-2009, 02:01 PM
I'm going to refine this item over time. I may replace the armor with some sort of stat booster.

ElementUser
09-04-2009, 02:48 PM
Lol Nome, way to name an item after yourself :P

Nome
09-04-2009, 02:55 PM
Who's Nome? Also, this:
http://forums.heroesofnewerth.com/showthread.php?t=437

I'm perfectly fine with it being called Crystal Amulet though. I think that sounds better >.>

Sabre
09-04-2009, 03:14 PM
I think Amulet of Nome would work out as a good compromise? Or the ever quirkish Nomish Amulet?

Nome
09-04-2009, 03:17 PM
Amulet of Nome wouldn't be bad. Nomish Amulet would make people rage though, "OMG S2 DOESN'T KNOW HOW TO SPELL GNOME".

Nome
09-04-2009, 03:20 PM
Gonna rework the item. Archive of original:

Alternatively, Crystal Amulet.

http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Relics/trinketofrestoration.jpg Trinket of Restoration (350)
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Weapons/guardianring.jpg Guardian Ring (175)
=
http://i28.tinypic.com/21oogoz.jpg Nome's Amulet (525)



+2 Armor
+2 HP/s
+2 Damage
Resonance [Passive]



Gain another +1 armor, +2 HP/s, and +2 damage for each additional allied Nome's Amulet within 700 range. Effect is limited to one per holder.
Cost-Benefit
This is an early-game item designed for dual-laning and pushing. If both heroes obtain Nome's Amulet, they will both have +3 Armor, +4 HP/s, and +4 damage, which can give them a slight laning advantage. A team with 5 Nome's Amulets will have +6 armor, +10 HP/s, and +10 damage each. This is equivalent to 525x5 = 2625 team gold. Astrolabe costs 2339 and Abyssal Skull costs 2075, so it's a cost-effective item without being imbalanced, as it requires full team participation to be used to its highest potential. The item works such that there is increasingly higher incentive for each team member to get it. The final team member, for a mere 525 gold, is getting 6 armor (worth 600 gold), 10 regen (worth 1750 gold), and 10 damage (worth 500 gold)--that's a really good deal. [/BillyMays]

Utility
This item will ideally be useful both as a standalone item and as a team item. By combining two cheap, popular items and giving a very small effect boost, it provides yet another choice for non-mana centric heroes to start off with (though the leftover gold still allows you a single mana potion). In addition, as a auto-combine item, it should be disassemble-able. Players will hopefully ask, "Amulet?" to their lanemates the beginning of each match to coordinate their builds. In addition, a hero like Wildsoul that can support two inventories can further extend the benefits to 7/12/12.








EDIT:
Nevermind >.>

Belial
09-04-2009, 09:29 PM
With this build up most people would probably just grab a guardian ring along with their stats and finish it in lane

Nome
09-04-2009, 09:31 PM
With this build up most people would probably just grab a guardian ring along with their stats and finish it in lane

Yep. Perfectly fine!

Zimm_
09-08-2009, 11:19 AM
You can add a little mana restoration, maybe 0.3/s or 20% per hero, it will work like one Mana tube or like level 2 of Maiden (from DotA) skill.

You must enlarge this range!!! 700 is easy to counter, imagine a team with a AoE stun/disable, five heroes in a 700 AoE isnt ideal! Maybe 1000~1500 range.

It cannot work with invisible heroes! Like when Maiden (from DotA) becames invisible.

Note:
Enlarging this range and making some visual for the 1/2/3/4/5 rings together will create a good and bad thing:
Good: more range, easy to use together
Bad: enemys can predict a gank when a thing like an aura changes the color, so you know when any enemy is approaching! Maybe colors like green to red scale, red when 5 are together and light green when is alone.

RTBardic
09-18-2009, 11:10 PM
I really like the idea of team synergies with items. Both Nome's original suggestion and the companion magical armor are really solid.

It'd be sweet if more groupings of items had real synergy -- a reward for being well coordinated.

Ragnarok17
09-30-2009, 04:33 PM
Good item concept :).

Now I'm not one who would deeply analyze how this would effect every single aspect of the game, but since it's not going to break a game nor alter it too much, I'm going to say yes to this item simply for more item variety and more flexibility in heroes.

A good (but potentially broken, for EM games at least) is to have 5 (or even 3) heroes lane mid (or other lane) and push the tower and/or go for a kill. Having 5 heroes in one lane with this item would give each hero 6 armor, 10 HP regen, and 10 damage.

Now these stats are pretty good and an unsuspecting team could definitely be put to a loss.

But again, this will add even more strategy to the game, making the idea of having 3-5 players in one lane more viable, putting aside the possibilty of this being imbalanced.

Just some mathcraft: 6 armor would be equal (in terms of physical damage) to 6 * 6% of your HP. Assuming your starting HP is around 500, that's 6 * 30 HP, which would be 180 HP extra for each player if you have all 5 players lane middle with Amulets.

To further balance this item, perhaps making the recipe cost 75 gp would be a good idea, simply so that you can't buy any more items with 3 gp left out of your 603, unless you randomed.
Being able to buy a MP Pot after getting this item seems a bit imbalanced to me, simply becuase it gives too "round" and good of a start. Amulet gives armor and HP for survivability and tanking, but you should not also be able to buy a MP Pot which you can then use to restore the 100 mp you used while pushing or ganking middle lane with your whole team before splitting back up into three lanes. Otherwise, you would have too many aspects of early game covered (Regen, Damage, and Survivability).

Either way, just as you said, this item should be considered as a dissasembleable (lol) item, whether this item needs a recipe or not.

Note: Another nice thing about this item, is that, considering there is no recipe cost, that you cannot buy both parts from the Outpost, and can only buy the Trinklet of Restoration. Otherwise, I feel I may be seeing many people waiting to see who they're laned up against until they buy from the outpost or such :).

Edit: Reading above, I've realized you could buy the Ring and then finish the Amulet with the Outpost. This would definitely be nice, varying the flexibility of early game even more. Only thing I'm afraid of is that this may be too good of a strategy, and may be another factor supporting the idea of having a recipe cost, so that you would have to use another 75 gp along with the ring before going out into your lane and finishing it after you buy stats.

Sorry for all this text, but considering you have normal gold (603), another nice part about having a 75 recipe cost is that then you will not be able to buy two Crowns, as having +4 +4 +4 stats along with a Ring and then finishing the Amulet with a Trinklet from the Outpost may be too good. The 75 recipe cost would only allow you to buy a Ring, Recipe, +2 +2 +2 stats (185 gp), and another +2 stat item (150gp) in any attribute.
Of course you could just fill up your inventory with Minor Totems, allowing you to buy a Ring and Recipe (250gp), and 4 Minor Totems (212), but the inventory slot used up by the Recipe would limit yourself to 4 Minor Totems; Again, simply another "check" to prevent imbalances.

The idea of an item pair sounds nice, as it could lead into an item that would be created with both items and a recipe; but that may increase this items' effectiveness too much.

If each member has an Amulet, replacing a Bracelet, which is around the same price, the effect of the Amulet in a 5 man team battle would overall be better than each member having a bracelet. Having yet another stackable item to replace a second Bracelet seems like too much.

Another nice thing about this item is that you could decide to turn the Trinklet / Ring into other AOE team support items, like Ring of the Teacher / Astrolab / Barrier Idol, and would therefore increase the usage of the fairly underused Trinklet and Ring.


Its too good. Make it more expensive so teams will really have to think about whether or not they should get it. I mean the healing component(Refreshing Ornament) of mekansm(Astrolabe) is 603 gold. And its far inferior to your item which is already cheaper. Slap on at least a 250-350 gold recipe and force someone on team to get a courier so people can complete.

I don't think the recipe would need to be that expensive, but it may be needed. Remember though, Crystal Amulet is, currently, a "Tier 1" item. It cannot be used in a recipe for a greater item. Refreshing Ornament, however, can. If you look at Tablet of Command, it gives you +10 to all stats and gives you a special ability for 2200 gp. If you look at Blessed Orb, it gives +10 to all stats and is only 100 cheaper. So this is an example that follows the idea that items that can be used for higher tier items should be more expensive than similar lower tier items. In addition, Refreshing Ornament does have one bonus that Amulet doesn't; you only need one to give a 2 HP Regen aura.

The color changing idea sounds nice. It's like hitting two birds with one stone. You get an easy way to see the effect and see how strong it is; it also prevents a team loaded with Amulets from being too powerful, as ganking may allow the enemy to know the enemy is approaching. Red symbolizing the power of 5 Amulets would synergize well since Red is commonly already used around the world as a warning sign.

Anosou
10-07-2009, 11:24 AM
Can't believe I haven't said anything. I like this amulet a lot. Could definitely help a lane with a babysitter/carry or for the entire team in early teamfights/pushing. Use this with Soul Reaper's aura build and saaay.. some push-savy hero in a lane and you'll have a lot of fun.

Already voted yes, wish I could vote yes again.

EDIT: Also, what's with the vote NOT FOLLOWING THE RULES >:)

docterj208
10-07-2009, 11:56 AM
I like the benefits of this. But why would I get this over say, refreshing ornament which can be used for Astrolobe?

Ragnarok17
10-07-2009, 03:43 PM
This item can be finished much earlier than Astrolab, for quick benefits. That's one reason. Also, a team rush of these items can result in the team having 3 heroes on middle lane, to push (or they could get all 5 heroes).

Jager
10-15-2009, 09:44 PM
T-down. I don't like the idea of an item that is required to be bought by every teammate for maximum effect, and that will become a must have. It decreases item variation.

china
10-16-2009, 10:48 AM
T-down as well. If this is implemented, it becomes a must-have in the lane. Armor, massive HP regeneration (+4 in a duo lane is nothing to scoff at. That's 240 HP/min, which mitigates a lot of harass and spell damage). The damage is negligible but the HP regen can get pretty ridiculous.

A team will basically camp the lane to push with +10 HP regen/sec, which is 600 HP/min, which outvalues Mekansm.

Relatively as cheap to get, and the cost is spread amongst users, so building this would be building a very effective Mek.

That's how I feel, and that's how I foresee games turning out.

Shadowcamsy
10-17-2009, 04:59 AM
T-down sorry, I think pusher heroes are powerful enough as it is. The extra exp bonus when a hero dies within 1000 range is enough to promote team-play. I don't think this item will balance the game in a way that will counter the aoe metagame lineups that the game faces at the moment. Hopefully things start to balance out in the future for this item.

ApolloFeed
10-21-2009, 06:39 AM
It's a cool concept, but I think any item concept like this would be way too hard to balance so that an early push line-up wouldn't be too powerful and so that the item still gets used from time to time. Imagine if every member of the team got the $400 magic vestment and this item. It would almost be equivalent to every member getting a shaman's headdress for a cheaper cost and a good armor aura on top of that.

xanitose
10-21-2009, 08:21 AM
looks great to me would love to see more items the push for teamwork t-up

Xozzen
01-13-2010, 06:36 PM
actually, this totally defeats buying lifetube on the lane...
may be a bit strong in terms of numbers, is hard to balance, but i like it

nikoPSK
01-17-2010, 06:33 PM
I really like the idea and teamwork it presets, t-up!

Instop
01-18-2010, 05:58 AM
T up!

EroticMonkey
01-25-2010, 12:57 AM
bumb/

B4K4157
01-26-2010, 04:32 PM
make sure you can disassemble it from anywhere, sometimes I get these so I can pick up a ring of the teacher at the side shop

However, this means it cant toggle between heroes and non heroes :(
Perhaps the base disassemble is enough

War_Mech
01-26-2010, 07:00 PM
Seems like this would be almost required by everyone on your team.

Blyth
02-23-2010, 05:47 PM
I'm thinking that this will rule out many other starting builds for lanes. Going for ring of the teacher is perhaps the only competition to this item if you're laning with someone, but that's not a problem since 1 person can start of with 2 guardian rings and complete the 2 items in no time at the outpost. And everyone getting this early wouldn't be fun for variation :/ Also the bonuses when a whole team has it is huge in early-fights

Cleysson
05-14-2011, 02:05 PM
Good idea Nome. Plz put it in hte game.

Cleysson
05-14-2011, 02:11 PM
Its perfect in tri-lane

Zeldar
05-17-2011, 09:26 PM
I'm gonna T-down for 1 reason:

Bro 1: Bro get a Crystal Amulet so we can get synergy bonuses!

Bro 2: Nah that's ok, I'd rather just get this combination of items.

Bro 1: **** THIS STUPID NOOB IM NOT LANING WITH THIS FAG AFK IN FOUNTAIN YOU SUCK.

I know it sounds ridiculous but these people are all over the place.

VanthraX
05-30-2011, 03:23 AM
considering this thread is from 2009... i'd say its been abandoned... but i still like the idea anyway, T-up

GGreenBass
06-10-2011, 12:21 AM
Sorry for not reading the entire thread (or even the last page), but have you ever considered adding a more powerful upgrade? Considering it DOES take up an inventory slot, even if everyone on the team had it in a teamfight, after a while I can't imagine it serving much use...
Suggestion: add some kind of option that would just increase how much it does for you as a person and make it a global range. But maybe not a global receive AND give; in other words, maybe have the upgrade give all allies globally the benefit, but still require you to be in the 700 range of anyone not upgraded, OR vice-versa; upon upgrading, you receive benefit from all allies with the trinket, but anyone not upgraded still has to come within 700 range of you.

I suggest this simply because as more and more teammates get powerful items and start to run out of inventory space (How many hatchets have you seen tossed in the fountain as you approach lategame?), and as more heroes are down for longer periods of time (or heck, even insist on farming for even a longer period of time), this item actually becomes less valuable. In other words, it doesn't just NOT scale, it ANTISCALES.

Of course, maybe this is for the better, and even defeats the purpose of the item.
But this is just my 2 cents.

Sk0ld
06-10-2011, 05:50 PM
I dont post very often but here's why i voted this down : I feel like the health regen would be a hudge factor.

An item like this could make the whole game evolve making it easier to lane/stand your ground when youre under harassment. Carries would have a much easier time, this easier laning would make ( imo ) the late game quite like it used to be in the old days with less gankers and more carrying...

Now am i reading it wrong/too much ? Is it a bad thing then to have more carrying ? now this is only based on my experience which is far from competitive ...

Hentaicho
06-11-2011, 02:59 PM
I voted T-up.

I like the idea. However, I don't like the numbers. As it stands now in OP, it just gives too much, too easily. Any sidelane with this item would be so much better off than the opposing side without it.

3 armor - 4 HP/s - 4 dmg makes the team so much harder to harass in the early phase of the game.

And with all the components available in the Outpost, I think this would become something everyone has - Not because they can, but because they'd get pummel'd without it.

It's just too cost efficient, undermining so many other items imo.

Jabbet
10-24-2011, 12:07 PM
Why aint this in newerth already :D Like the whole thing, and would be a perfect laning item!

HollowMask
10-24-2011, 12:19 PM
Will be the next item used for level 1 Kong fights.

Sphelix
11-04-2011, 08:55 PM
Add it! Looks like it could be a great addition.

ghnurbles
11-05-2011, 09:41 AM
Rather than form this new item, I would very strongly prefer to see these components replace the current Rejuvenating Ornament recipe. Reasoning as follows:

-The item as it is completely beats Rejuvenating Ornament for value.
-Rejuvenating Ornament at the moment is a redundant item. It is never bought for its own value, but simply because it is a required component of Astrolabe or Barrier Idol (so it might as well be removed and the extra cost tagged on to the recipe for all the use it gets).
-I prefer the Ornament aura at this value to the Amulet effect because adding another strongly valued armor item at this cost is a bit of an un-needed nerf to physical damage heroes.
-Changing the current recipe of Refreshing Ornament to "Guardian Ring + Trinket of Restoration = Self-armor + health regeneration aura" makes it worth getting by itself. This in turn creates interesting item-building decisions that you wouldn't come across before: which component of Astrolabe you want to build first, or if you have an Ornament what you want to build it into (if anything).

That is not to say I think Crystal Amulet should be abandoned, simply that Refreshing Ornament needs more love in this slot, and having Crystal Amulet bumped up to a larger item with the Ornament as a component is to me a more satisfying solution. Say for example:

- Refreshing Ornament (a new 525) + Major Totem (540) + recipe (~) = Crystal Ornament: +x stats and a stacking health regeneration aura.

Having all of your team being able to afford the item at a higher cost is a lot less likely, hence swapping Resonance for the stacking aura. A potentially sexier version:

- Refreshing Ornament (a new 525) + Major Totem (540) + recipe (~) = Crystal Ornament: +x stats, gives a stacking + 2 stats aura to allied heroes and a stacking health regeneration aura. Because a stats aura is all kinds of sexy.

A few things that could be considered here, anyway. Hope you enjoy the read.

Pazuzu
11-08-2011, 01:56 AM
While I kind of agree with you Refreshing ornament is quite useful when it stacks with Astrolobes aura in between building a Barrier Idol.

* I like nome's amulet...

FlareForce
11-27-2011, 11:45 AM
It sounds like a good item but I feel like it wouldn't be picked up often due to lack of stats and it takes up an item slot. Still, I would use it being a support player. T-up

Area11
11-27-2011, 10:27 PM
Hell NO, ANOTHER 10 Regen FOR RA!!? SERIOUS?

SomethingOdd
02-03-2012, 05:23 AM
Lol 5 wildsouls, it'd be a good idea to put a cap on the bonuses.

RowSkin
02-09-2012, 12:24 AM
Would this encourage tri-lanes though? Other than that it sounds like a great item

nkari
12-03-2012, 06:55 AM
Half the synnergy effect on the hp regen and I will support this item. Allso, figure out an item it will build into later (into a support item, so the "carrys" etc will eventually sell this but the support person/s will keep the item and upgrade it )

Oh, and I am not sure at all that "bobo" should count as a hero when it comes to the resonance effect, dont really like "special" hero cases. but then again, if your lazy coding.. ... :P

yeahscience
12-03-2012, 07:52 AM
just implement this already. Pause for a bit your avatar creations and implement something.