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Instop
11-13-2009, 11:35 AM
http://s44.radikal.ru/i105/0911/39/72ea1bce9ea0.bmp


Numbers always can be reworked.
+3.5 Armor

+0.5 Armor per ally hero in 350 radius

+0.1 Armor per ally creep in 350 radius

+350 Max Health

+50 Max Health per ally hero in 350 radius

+10 Max Health per ally creep in 350 radius

+3.5 Health Regeneration

Tips: Cap is +700 Max health and + 7 armor from all bonuses, granted with this item.



Use

Increases Armor, granted with this item, by 8% per each attack against you over duration and Health Regeneration, granted with this item, by 80% per each attack against you over duration, 10 stacks max. Lasts 3 seconds, bonus armor and health regen will be saved for 2 additional seconds. This buff called Titan's Protection.

If you or ally unit in 350 radius been attacked when you had Titan's Protection buff, attacker will be taunted to attack you until you lose this buff. If you used it, all allies around you can't use this item over duration.

Tips: You can gain up to 14 armor and 35 health regeneration.




Mana cost: 90

Cooldown: 30

[Utility] For all types of characters it can give nice survivability in team fights (like 5 x 5 + many creeps). This item is very good to save your allies if you play as a tank. Unique item to push lanes, you can tank creeps and towers with this item without any problems.

[Balance] Some heroes can reduce item effect very fast. Heroes like Behemot (with many AoE abilities) can kill most creeps and 1-2 heroes with combinations of their abilities, so you will gain minimal effect from this item. For some heroes it is really powerful item. If you play as Jeraziah you can taunt enemies to attack you and than they'll become easy targets to damaging effect of your heal.
[Visual] There is an yellow-colored, shining aura effect under your feets. Also your armor shines troughtly for each ally near you. When you use it, creates little links with all allies around, aura effect becomes larger. When ally unit near you attacked link between you and this unit becomes larger for a sec.



My English isn't very good, if you find some mistakes in text, please, tell me about this!
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Changelog:

13.11.09 - Now taunts enemies that attack you too.
13.11.09 - Use gives you 400% instead of 200% bonus health regeneraiton, granted with that item.
13.11.09 - Cooldown increased by 10 seconds, mana cost increased by 10.
14.11.09 - Increased all stats, granted with this item.
14.11.09 - Now use gives you 175% instead of 200% armor, granted with that item as a bonus.
14.11.09 - Now use gives you 600% instead of 400% health regeneration, granted with that item as a bonus.
14.11.09 - Now cooldown is 30 seconds, mana cost is 90.
14.11.09 - Now recipe costs 775 insted of 575, so total cost is 2400 gold.
14.11.09 - Visual added.
14.11.09 - Some cosmitic changes with theme.
14.11.09 - AoE increased by 100.
14.11.09 - Stats nerfed because of some inattentive people.
15.11.09 - Active ability changed a little.
16.11.09 - Active bonus nerfed a little.

Nedrapter
11-14-2009, 12:04 AM
300 maybe is a bit too small btw.

Instop
11-14-2009, 01:28 AM
Ok, today I'll think about upgrading it.
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Last changes:
14.11.09 - Increased all stats, granted with this item.
14.11.09 - Now use gives you 175% instead of 200% armor, granted with that item as a bonus.
14.11.09 - Now use gives you 600% instead of 400% health regeneration, granted with that item as a bonus.
14.11.09 - Now cooldown is 30 seconds, mana cost is 90.
14.11.09 - Now recipe costs 775 insted of 575, so total cost is 2400 gold.
14.11.09 - Visual added.
_____________________________________

Instop
11-14-2009, 07:40 AM
____________________________________
Some more changes:
14.11.09 - AoE increased by 100.
14.11.09 - Stats nerfed because of some inattentive people.
_____________________________________

kohelet
11-14-2009, 08:53 AM
too strong item. would negate behemoths ult, thats not what a single item should do. can easily DOUBLE hp of squishy carry heroes making them real monsters. no good idea tbh :/

Instop
11-14-2009, 09:01 AM
Hey, guys! I'm waiting for you to comment and vote.

Instop
11-14-2009, 09:02 AM
PS: Numbers always can be reworked.

Think about it... kohelet, I can always change numbers, mark something looking only at numbers is stupid. Why it is too strong? Too gain maximal effect you must have 4 Hero + 20 creeps near you, so Behemot's ult will deal 65*25+350 = 1975 damage, so 350 additional health won't save you. About carries I think, that carries not always walking with 20 creeps near and 4 heros near. Also, you must to vote about concept, numbers will be reworked with S2 if they need it. About behemot ult, this item grants stats only to you, and
Deals 200 / 275 / 350 Magic damage to enemy units in a 500 radius around self. Deals 35 / 45 / 65 additional Magic damage for each additional enemy unit in range and 17.5 / 22.5 / 32.5 additional Magic damage for each additional corpse in rangeDamage is magical, this item doesn't grants to you Magical armor. But if you think so, I can change number.
PS: special for people as you I maked part of text about numbers bigger.

Instop
11-14-2009, 03:17 PM
Guys, give reasons please when you vote No and say what you don't like in it, not including Numbers.

Instop
11-15-2009, 02:37 PM
Theme up!

Instop
11-15-2009, 02:41 PM
__________________________________
One more change:
15.11.09 - Active ability changed a little.
__________________________________

Instop
11-16-2009, 04:06 AM
__________________________________
One more change:
16.11.09 - Active bonus nerfed a little.
__________________________________

Vanarchy
11-16-2009, 10:52 AM
What's the duration of Titan's Protection?

Instop
11-16-2009, 02:24 PM
3 seconds, sorr, I deleted it. Bonus armor and health regen will be saved for 2 additional seconds.

Vanarchy
11-16-2009, 03:38 PM
Well, the 8% and 80% numbers make this item more complicated then it should be. If I were you, I would change the mechanics of this item to work like this:

Constant effects

250 HP
2 HP regen
2 armor
Whenever a unit attacks you, you get a +2 HP regen, +1 armor stacking buff which lasts 8 seconds. Max number of stacks: 10.
Active ability
Target an allied hero. For 3 seconds anyone who attacks chosen hero will be taunted to attack you.

That's just an example of how this vitality boost + taunt could synergize.

fatrend1
11-16-2009, 03:41 PM
I voted no as everyone on the opposing team getting this would be lame to fight. Maybe if there is someway to limit so only one person gets the affects or the affect is split.

Instop
11-16-2009, 05:32 PM
I voted no as everyone on the opposing team getting this would be lame to fight. Maybe if there is someway to limit so only one person gets the affects or the affect is split.
Hm... if each person get Barbed armor? Shiv? Radiances? It is stupid... Why all people vote about balance, not about concept? balance can be always fixed... But about balance... I will make it like, if some one used it, all allies around user can't use this item over duration.

fatrend1
11-16-2009, 05:42 PM
Hm... if each person get Barbed armor? Shiv? Radiances? It is stupid... Why all people vote about balance, not about concept? balance can be always fixed... But about balance... I will make it like, if some one used it, all allies around user can't use this item over duration.

Mock of Brilliance doesnt stack on other mocks. If 5 on the enemy team get it you still only take 40DPS. I'm too lazy to google Shivs, never played Dota. Barbed Armour is defiantely a pain, but can be worked around and avoided.

Your idea as is gives your/the other team a huge health boost almost all the time (granted you're near eachother). Please correct me if me I'm mistaken on how your item works.

Instop
11-17-2009, 12:31 AM
Mock of Brilliance doesnt stack on other mocks. If 5 on the enemy team get it you still only take 40DPS. I'm too lazy to google Shivs, never played Dota. Barbed Armour is defiantely a pain, but can be worked around and avoided.

Your idea as is gives your/the other team a huge health boost almost all the time (granted you're near eachother). Please correct me if me I'm mistaken on how your item works.
You can grant with alli heroes only 200 HP boost. And numbers always can be reworked, also I added to ability one more effect, that when Titan's Protection buff is active all allies around can't cast this ability.

Instop
11-17-2009, 06:45 AM
Well, the 8% and 80% numbers make this item more complicated then it should be. If I were you, I would change the mechanics of this item to work like this:

Constant effects

250 HP
2 HP regen
2 armor
Whenever a unit attacks you, you get a +2 HP regen, +1 armor stacking buff which lasts 8 seconds. Max number of stacks: 10.

Active ability
Target an allied hero. For 3 seconds anyone who attacks chosen hero will be taunted to attack you.

That's just an example of how this vitality boost + taunt could synergize.
I'll think how can i change my item...

soldat12
01-27-2010, 06:14 AM
If you or ally unit in 350 radius been attacked when you had Titan's Protection buff, attacker will be taunted to attack you until you lose this buff.

this is OP. second legionare? no thanks!

Escorponox
01-28-2010, 07:08 AM
The use seems better than Legio taunt, so no to this.

The passive promotes large armies pushing, so a BIG YES.

03-30-2010, 08:36 AM
2400 gold that can give more hp then behemoths heart.
+ taunt + other effects.


I say no.

Griddler
04-21-2010, 12:12 PM
item is way too complicated sorry. People would be reading this 5 times and still not be sure what it does.

The idea is fine - you get stronger the more allies there are around you.

The implementation needs to be simplified imo, and remove the "use" ability its not needed. If this is giving an aura its like nome's or abyssal or RoT.