Nedrapter
09-07-2009, 12:25 PM
Carry items, protective items, nuking items hmmm i think i missed one category...supporting items!
This time the suggested item is clearly support item called
Sphere of Telepathy
Ingredients:
Beastheart
http://www.heroesofnewerth.com/images/items/Item_Beastheart.jpg
+250 HP
Cost: 1100g
+
Pickledbrain
http://img3.imageshack.us/img3/2808/itembrainofmaliken.jpg
+250 MP
Cost: 1000g
+
Ring of the Teacher
http://www.heroesofnewerth.com/images/items/Item_ManaRegen3.jpg
+6 Damage
Aura: +3 armor to 900 aoe
Aura: +0.65 mana regeneration to 900 aoe
Cost: 500g
+
Sphere of Telepathy recipe
Cost: 900g
=
Sphere of Telepathy
http://img30.imageshack.us/img30/8628/healingburst.jpg
+6 Damage
+300 HP
+300 MP
Aura: +5 armor to 900 aoe
Aura: +0.85 mana regeneration to 900 aoe
Telepathy ability (passive)
Telepathy:
Whenever an allied hero/yourself has his HP reduced to less than 40% of his max HP, Sphere of Telepathy gets 1 charge.
Total Cost: 3500g
Sphere of Telepathy with 1 charge:
+6 Damage
+300 HP
+300 MP
Aura: +8 armor to 900 aoe
Aura: +0.90 mana regeneration to 900 aoe
Aura: +6 Movement Speed
Sphere of Telepathy with 2 charges:
+6 Damage
+300 HP
+300 MP
Aura: +11 armor to 900 aoe
Aura: +1.00 mana regeneration to 900 aoe
Aura: +12 Movement Speed
Sphere of Telepathy with 3 charges:
+6 Damage
+300 HP
+300 MP
Aura: +14 armor to 900 aoe
Aura: +1.10 mana regeneration to 900 aoe
Aura: +18 Movement Speed
Sphere of Telepathy with 4 charges:
+6 Damage
+300 HP
+300 MP
Aura: +16 armor to 900 aoe
Aura: +1.20 mana regeneration to 900 aoe
Aura: +24 Movement Speed
Sphere of Telepathy with 5 charges:
+6 Damage
+300 HP
+300 MP
Aura: +20 armor to 900 aoe
Aura: +1.30 mana regeneration to 900 aoe
Aura: +30 Movement Speed
The charges on Sphere of Telepathy last as long as the the hero (that triggered the charge) is below 40% -even dead-
Example:
Old version:
You got Demented Shaman, and in your team the battle is initating always by your ally, Behemoth. A few seconds before he initiates you put Telepathy on him. He blinks in, casts his spells but he is taking heavy damage. He lost about 70% of his life. For the remaining seconds of the buff on him, your Sphere of Telepathy gives the effects of 2 charges (see above the table). When the buff time passes, the charges are gone and it's effects are the one without charges. (giving the fact that behemoth still had 30% life and he didnt lost more than 90% or was healed for more than 10%, in fewer word his HP remained the same)
New version:
The team battle starts, and things went bad from the start. The enemy Magmus and Behemoth dropped 3/5 mates' life almost to 0. What now? try to stay and hope to help the almost dead, while risking to die along with them and make things worse? Or ran away abandon them to die there and hope they will spawn before the enemies reach the base? I'm pretty sure this dilemma has crossed everyone's mind in some game. Sphere of Telepathy helps you get out of this dilemma. Now you can help your dying allies (or at least give the a better chance of escaping), by getting this item and staying in the safe range of 800-900.
Aim of the item:
It's an item that will be used on many support heroes or tank heroes to help their team. It can give some defensive bonuses and bonus ms when your team gets pawned, and the more teammates are close to death, the the more bonuses it grants. It's a defensive item that can be utilised to an offensive attempt too. How's that? Well it doesn't actually help the offense, but works as a backup plan if the offense plan fails miserably. The bearer of the item will likely draw the focus fire from the enemy team, so buying this on a tank hero (apart from increasing your tanking abilities a bit) helps you tank more efficiently.
Balancing issues:
Checks on Price, Power, Synergies
-Price
The individual passive bonuses are really low for this price. The aura effects make up for the cost though, that's what makes it a teamplay item by the way.
-Power
Hmm, 20 bonus armor for the whole team? Sounds a bit much doesn't it? The circumstances that is applied aren't good, in fact they are really bad. All allied heroes below 40% is on the virge of annihilation. And remember, if the bearer dies the effect is gone. It's good way to draw aggro to your support hero and let the carry slash for a bit longer.
Also a maximum of 30 ms on the 5h charge, isn't that much? even 5 more ms are able to make a melee hero never catch up with his prey (the prey has the 5 more ms obviously). Actually even having the same ms, results in an endless chase, unless....the chaser casts a spell! Same thing applies here, every single disable is a counter to that MS bonus. And disable spells aren't few.**
-Synergies
What can i say.. I believe it requires effort to find a game where a support hero would waste his gold by buying this item. It can work well with almost every supportive hero. It can work with the rest too, but it's not cost-efficient.
**Of course i'm not the balancing god, and some things may not be exactly as I say. But, balancing comes in numbers and numbers can always be tweaked. If the idea can be somehow be balanced i think I've these arguments prove it to be.
NOTES:
-Of course multiple times of this item wont stack together. The higest lvl item (meaning charges) will has its auras in effect if more than 1 heroes have this item.
-If the owner dies, the charges still remain, but since the item isn't there it has no effect.When the hero spawn since it has full HP, the charge is removed.
I could list some heroes, but there is another shorter way.
ANY hero could get this item. You can even buy it on a carry, even though it wont be preferable, but it WILL STILL be useful.
Vote the idea not the numbers, thanks!
Channelog:
-Edited some spelling mistakes, pointed out by Elementuser
-Added Cooldown.
-Changed from active to passive. Added 2 more charges. Reworked the bonuses. (17/09/09)
-Removed cooldown as it was changed to passive 01/10/09
This time the suggested item is clearly support item called
Sphere of Telepathy
Ingredients:
Beastheart
http://www.heroesofnewerth.com/images/items/Item_Beastheart.jpg
+250 HP
Cost: 1100g
+
Pickledbrain
http://img3.imageshack.us/img3/2808/itembrainofmaliken.jpg
+250 MP
Cost: 1000g
+
Ring of the Teacher
http://www.heroesofnewerth.com/images/items/Item_ManaRegen3.jpg
+6 Damage
Aura: +3 armor to 900 aoe
Aura: +0.65 mana regeneration to 900 aoe
Cost: 500g
+
Sphere of Telepathy recipe
Cost: 900g
=
Sphere of Telepathy
http://img30.imageshack.us/img30/8628/healingburst.jpg
+6 Damage
+300 HP
+300 MP
Aura: +5 armor to 900 aoe
Aura: +0.85 mana regeneration to 900 aoe
Telepathy ability (passive)
Telepathy:
Whenever an allied hero/yourself has his HP reduced to less than 40% of his max HP, Sphere of Telepathy gets 1 charge.
Total Cost: 3500g
Sphere of Telepathy with 1 charge:
+6 Damage
+300 HP
+300 MP
Aura: +8 armor to 900 aoe
Aura: +0.90 mana regeneration to 900 aoe
Aura: +6 Movement Speed
Sphere of Telepathy with 2 charges:
+6 Damage
+300 HP
+300 MP
Aura: +11 armor to 900 aoe
Aura: +1.00 mana regeneration to 900 aoe
Aura: +12 Movement Speed
Sphere of Telepathy with 3 charges:
+6 Damage
+300 HP
+300 MP
Aura: +14 armor to 900 aoe
Aura: +1.10 mana regeneration to 900 aoe
Aura: +18 Movement Speed
Sphere of Telepathy with 4 charges:
+6 Damage
+300 HP
+300 MP
Aura: +16 armor to 900 aoe
Aura: +1.20 mana regeneration to 900 aoe
Aura: +24 Movement Speed
Sphere of Telepathy with 5 charges:
+6 Damage
+300 HP
+300 MP
Aura: +20 armor to 900 aoe
Aura: +1.30 mana regeneration to 900 aoe
Aura: +30 Movement Speed
The charges on Sphere of Telepathy last as long as the the hero (that triggered the charge) is below 40% -even dead-
Example:
Old version:
You got Demented Shaman, and in your team the battle is initating always by your ally, Behemoth. A few seconds before he initiates you put Telepathy on him. He blinks in, casts his spells but he is taking heavy damage. He lost about 70% of his life. For the remaining seconds of the buff on him, your Sphere of Telepathy gives the effects of 2 charges (see above the table). When the buff time passes, the charges are gone and it's effects are the one without charges. (giving the fact that behemoth still had 30% life and he didnt lost more than 90% or was healed for more than 10%, in fewer word his HP remained the same)
New version:
The team battle starts, and things went bad from the start. The enemy Magmus and Behemoth dropped 3/5 mates' life almost to 0. What now? try to stay and hope to help the almost dead, while risking to die along with them and make things worse? Or ran away abandon them to die there and hope they will spawn before the enemies reach the base? I'm pretty sure this dilemma has crossed everyone's mind in some game. Sphere of Telepathy helps you get out of this dilemma. Now you can help your dying allies (or at least give the a better chance of escaping), by getting this item and staying in the safe range of 800-900.
Aim of the item:
It's an item that will be used on many support heroes or tank heroes to help their team. It can give some defensive bonuses and bonus ms when your team gets pawned, and the more teammates are close to death, the the more bonuses it grants. It's a defensive item that can be utilised to an offensive attempt too. How's that? Well it doesn't actually help the offense, but works as a backup plan if the offense plan fails miserably. The bearer of the item will likely draw the focus fire from the enemy team, so buying this on a tank hero (apart from increasing your tanking abilities a bit) helps you tank more efficiently.
Balancing issues:
Checks on Price, Power, Synergies
-Price
The individual passive bonuses are really low for this price. The aura effects make up for the cost though, that's what makes it a teamplay item by the way.
-Power
Hmm, 20 bonus armor for the whole team? Sounds a bit much doesn't it? The circumstances that is applied aren't good, in fact they are really bad. All allied heroes below 40% is on the virge of annihilation. And remember, if the bearer dies the effect is gone. It's good way to draw aggro to your support hero and let the carry slash for a bit longer.
Also a maximum of 30 ms on the 5h charge, isn't that much? even 5 more ms are able to make a melee hero never catch up with his prey (the prey has the 5 more ms obviously). Actually even having the same ms, results in an endless chase, unless....the chaser casts a spell! Same thing applies here, every single disable is a counter to that MS bonus. And disable spells aren't few.**
-Synergies
What can i say.. I believe it requires effort to find a game where a support hero would waste his gold by buying this item. It can work well with almost every supportive hero. It can work with the rest too, but it's not cost-efficient.
**Of course i'm not the balancing god, and some things may not be exactly as I say. But, balancing comes in numbers and numbers can always be tweaked. If the idea can be somehow be balanced i think I've these arguments prove it to be.
NOTES:
-Of course multiple times of this item wont stack together. The higest lvl item (meaning charges) will has its auras in effect if more than 1 heroes have this item.
-If the owner dies, the charges still remain, but since the item isn't there it has no effect.When the hero spawn since it has full HP, the charge is removed.
I could list some heroes, but there is another shorter way.
ANY hero could get this item. You can even buy it on a carry, even though it wont be preferable, but it WILL STILL be useful.
Vote the idea not the numbers, thanks!
Channelog:
-Edited some spelling mistakes, pointed out by Elementuser
-Added Cooldown.
-Changed from active to passive. Added 2 more charges. Reworked the bonuses. (17/09/09)
-Removed cooldown as it was changed to passive 01/10/09