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View Full Version : Displacement Cloak (item suggestion)



unormal
07-09-2009, 02:45 PM
+20% evasion
+8 Int
60second cooldown, when attacked by a melee attack, you teleport 1000 units in a random direction

Requirements: Phase Cloak (New secret item robe, 15% evasion for 1500g) + Mystic Vestments + 500g recipe

Reasoning: This would be an item that an int hero could use to help counter a farmed-out direct damage stealth/teleporting hero.

frotes
07-09-2009, 03:25 PM
so what happens when you randomly teleport into the forest and get stuck there the whole game? I don't think HoN has an unstuck command like dota

unormal
07-09-2009, 03:31 PM
so what happens when you randomly teleport into the forest and get stuck there the whole game? I don't think HoN has an unstuck command like dota

I was assuming it wouldn't have the your-stuck-in-the-forest-forever 'feature', I guess :)

No reason they can't just make places like that unpathable for the cloak.

Karmashock
07-09-2009, 03:33 PM
so what happens when you randomly teleport into the forest and get stuck there the whole game? I don't think HoN has an unstuck command like dota
Ideally you make it so it doesn't teleport to places like that.



I like this idea a lot. Anything to give the player an extra second to prepare and perhaps respond.


Too often you're alone and then you're dead.

Countering insta death would be nice.

_M_M_
07-09-2009, 05:16 PM
The idea is original.

However it has 2 big flaws I've imagined so far:

- First, a random teleport has at least 50% chance to harm you more than saving you: 1000 range is more than enough to teleport you back in the middle of the gangers you were fleeing from. right?
- Second, there are plenties of situations where getting hit doesn't matter: You would rather finish that hero off, rather than being teleported away!

My suggestions to tweak your item:

- Make it manually activable with a 3 second cooldown before its activation.
Which means that the player will be able to time in advance his escape.

- The hero is teleported to the opposite side from where he is getting hit.

ALso, 1000 range looks like a bit too much, I would decrease it to something like 700-800 range max.

Impeeched
07-09-2009, 05:18 PM
Yeah, as EvO said this could work if it was an on-activate ("On activation, next time you are hit you teleport").

unormal
07-09-2009, 05:23 PM
The idea is original.

However it has 2 big flaws I've imagined so far:

- First, a random teleport has at least 50% chance to harm you more than saving you: 1000 range is more than enough to teleport you back in the middle of the gangers you were fleeing from. right?
- Second, there are plenties of situations where getting hit doesn't matter: You would rather finish that hero off, rather than being teleported away!

My suggestions to tweak your item:

- Make it manually activable with a 3 second cooldown before its activation.
Which means that the player will be able to time in advance his escape.

- The hero is teleported to the opposite side from where he is getting hit.

ALso, 1000 range looks like a bit too much, I would decrease it to something like 700-800 range max.

Well, I was trying for something that was really fundamentally different than blink dagger. The fact that it's random means it's not just another blink dagger, and it has a drawback that can be exploited by the opposing team if they are playing skillfully, while having an incredibly powerful and useful effect for when you get caught out by yourself.

Being able to activate, or at least disable it temporarily if you want to chase, is definitly a good idea though.

_M_M_
07-09-2009, 05:33 PM
Well, I was trying for something that was really fundamentally different than blink dagger. The fact that it's random means it's not just another blink dagger, and it has a drawback that can be exploited by the opposing team if they are playing skillfully, while having an incredibly powerful and useful effect for when you get caught out by yourself.

Being able to activate, or at least disable it temporarily if you want to chase, is definitly a good idea though.

Yeah, I understood your approach when I first read it.
However, I really have big doubts about any player who plans to spend a lot of cash on an item which doesn't rely on skills, but only luck (random annihilates skills)

It might be possible that during a game, that item harms you twice more then it actually helpsyou, and it's not even your fault.

BLUEPOWERVAN
07-09-2009, 05:37 PM
I don't think I would support a changed version (not sure if I like it at all tbh). The item is slated to cost only slighty more than blink dagger, provides 20% evasion and +8 int, and is built piecewise.

I only tentatively like the original idea, because the drawbacks of random unwanted teleportation compensate for the very high stat value. The recipe cost itself is more than compensated by the stat gain on combine -- 15% evasion means you need 1.176 attacks for every one you used to (17.6%), while the bump to 20% evasion correlates to 1.25 attacks, which means for a combine recipe costing 1/3 of the price of the evasion recipe, the evasion is over 2/5 more effective for only 1/3 more cost. The recipe also upgrades the int, and consolidates slots -- an efficient combine from a stat perspective, even if it had no ability.

Allowing the player to control when and where (to an extent) he blinks 1/min, is ridiculous on an item that is already modestly priced from a stat perspective, when portal key costs 2150 with no stats.

Krangry
07-09-2009, 05:40 PM
Ideally you make it so it doesn't teleport to places like that.



I like this idea a lot. Anything to give the player an extra second to prepare and perhaps respond.


Too often you're alone and then you're dead.

Countering insta death would be nice.
there are these items called wards, they give you vision of incoming ganks, so you can avoid being alone. Also this thing called map awareness, dont know much about that tho.

Sorry to say but this item would be almost 100% useless. Think about it your spending all that gold on an item that will protect you by throwing you around fue to an attack. 90% of the time you will be dying to a team, and this wont help you. Instead you could be spending this cash on HP items/wards etc to help yourself stay alive.

_M_M_
07-09-2009, 05:50 PM
I don't think I would support a changed version (not sure if I like it at all tbh). The item is slated to cost only slighty more than blink dagger, provides 20% evasion and +8 int, and is built piecewise.

I only tentatively like the original idea, because the drawbacks of random unwanted teleportation compensate for the very high stat value. The recipe cost itself is more than compensated by the stat gain on combine -- 15% evasion means you need 1.176 attacks for every one you used to (17.6%), while the bump to 20% evasion correlates to 1.25 attacks, which means for a combine recipe costing 1/3 of the price of the evasion recipe, the evasion is over 2/5 more effective for only 1/3 more cost. The recipe also upgrades the int, and consolidates slots -- an efficient combine from a stat perspective, even if it had no ability.

Allowing the player to control when and where (to an extent) he blinks 1/min, is ridiculous on an item that is already modestly priced from a stat perspective, when portal key costs 2150 with no stats.

yeah, that's why I would spend my money on a blink dagger, rathen than an item on which I have 0 Control.

I don't want to let luck decide if I will survive that gang or not, that's not really the spirit of DOTA / HON, excepts a few specific cases, like BlackSmith Multicast.

It would be like a spell where you have >50% that it only deals damage to yourself, and this everytime.

BLUEPOWERVAN
07-09-2009, 06:26 PM
yeah, that's why I would spend my money on a blink dagger, rathen than an item on which I have 0 Control.

I don't want to let luck decide if I will survive that gang or not, that's not really the spirit of DOTA / HON, excepts a few specific cases, like BlackSmith Multicast.

Well, I agree, blink dagger is a great item, and I've pretty much decided I really don't like this one. More blink kinda ruins the game anyway, everyone running around with force staffs is like some strange ping-pong, and its just a 500 range push.

Karmashock
07-09-2009, 06:28 PM
there are these items called wards, they give you vision of incoming ganks, so you can avoid being alone. Also this thing called map awareness, dont know much about that tho.
I know... but we could remove half the items we already have by that logic and just people to use what's left more efficiently. :rolleyes:

I mean, you'd respond to a guy suggesting airplanes be built with a couple sentences on horse breeding...


Whatever we did here it wouldn't be a cheap item so it would rarely crop up anyway. Don't you want more item variety?


Sorry to say but this item would be almost 100% useless. Think about it your spending all that gold on an item that will protect you by throwing you around fue to an attack. 90% of the time you will be dying to a team, and this wont help you. Instead you could be spending this cash on HP items/wards etc to help yourself stay alive.Well, he suggested it move you a 1000 which I believe is farther then most units line of sight. Correct me if I'm wrong. There's a good chance that they could just lose you. Sure it could put you deeper in enemy territory but it's easy to move around in enemy territory if the enemy isn't right behind you. You're exchanging "they're right on top of me" for "they're somewhere close"... I think you've got at least a 50/50 chance of weaseling out of a gank under those circomstances. Now in a big team battle this would be very disorienting because you're usually targeting your abilities on a specific enemy or place. But that's probably a small price to pay for suddenly not being the center of attention. At the very least something like this would probably make you a secondary target instead of a primary target in a team battle because everyone would lose focus on you for a second.


As to protecting it from being over used. If it's expensive and the cool down time is long enough then it shouldn't cause big problems. It would be nice for the spell caster that is feeling constantly picked on to be able to run away when he's always getting attacked by the whole enemy team.

A nasty game mechanic in Dota appears to be that it's easy to kill someone multiple times. That is, someone that never dies saves more money, generally get more xp, and is a more formidable character after 20 minutes of play then someone that dies frequently. That person that dies all the time levels more slowly and has weaker items. So in many battles he's the easest kill. And so frequently the same poor SOB gets nailed again and again even though he isn't particularly a threat anymore because he's an easy kill.

Something like this item while probably too expensive for such a character unless he sold everything to buy it... well, it might give the poor guy a chance and maybe make him a less attractive target because they know that if they waste their primary thrust on him he'll just warp to the edge of the battle somewhere and run away like a little girl... probably escaping because chasing him would mean having the rest of his team at their back.

_M_M_
07-09-2009, 06:57 PM
Items variety is what we need, lots of cheap and useless items is not what we want imo.

As it is, and it's my final word on this (you gotta listen to me because I'm all mighty! :p), this item would be a decent alternative to Blink Dagger with some of the modifications I've suggested, or any further suggestions which would negate any luck associated to its use; or at least, dramatically decrease this factor in game ('m not sure if that sentence made any sense)

People don't try to get a build with broken components, at least not in a competitive view.
How to plan strategies or tactics if items were conceptualized like this one?

-Okay Alpha, as there is a high chance that you are going to get blink'ed behind them, I suggest that you don't move. We all agree there?
- I disagree, Beta. I have more chance to get blink'ed on their left, so I should go.
- And how about if you blink on their right ? says Delta. I'm not sure that Kongor would appreciate your sudden visit, us neither.
- What the **** guys? Play poker some more, I have more faith in my luck than in you all! Now, forrrrr SPARTAAAAA!
Oh ****, a creep just hit me. I'm behind you. And you are all dead.

SlyGoat
07-09-2009, 07:40 PM
Simple changes: It teleports you towards your own base, ~600 range, can be turned on/off like Armlet.

I like the concept of the item, in a way. It has some potential.