View Full Version : Link of the Goddess
Wratchet
12-10-2009, 09:05 PM
Link of the Goddess
________________________________________
http://i46.tinypic.com/2q0kp3t.jpg
Icon of the Goddess (3300)
- 1 Health Regeneration
- 10% Mana Regeneration
- 450 Max Health
- 400 Max Mana
+
http://i48.tinypic.com/2ajca50.jpg
Recipe (1200)
||
http://i50.tinypic.com/242valx.jpg
Link of the Goddess (4500)
- 2 Health Regeneration
- 20% Mana Regeneration
- 500 Max Health
- 500 Max Mana
- Divine Link: Cost: 100 Mana; Range: 600; Duration: 5 seconds; Cooldown: 50 seconds
Target allied Hero recieves the Divine Link buff. The buff negates all damage the target would have taken while under the affect of Divine Link. That negated damage is dealt to the caster of Divine Link in True Damage (armor/shields/etc of the buffed allied hero are taken into acount, the caster's are not).
This damage can kill the caster
The Divine Link buff is broken if the caster dies or gets father than 900 range from the target allied hero he cast it on.
This buff can be dispelled.
________________________________________
I thought that the Icon of the Goddess not only needed another possible recipe, but that it was the perfect canidate for a good tanking/support item. I forsee the Link of the Goddess being recommended for Accursed, Maliken, and other heroes that are recommened the Behemoth's Heart or use the manipulation of damage to their advantage.
The concept it really quite simple, and similar to many "tank abilities" you see in MMO games. The problem with "tanks" in HoN, is that any sort of manuverable Hero (wheather it be through teleporting or fast movement speed with invisibility) can surpass a team's tank altogether. When this item is used effectively, he can still maintain his role.
One key part to the item would be a good buff animation that would make its usage obvious.
Please let me know what you guys think.
Is this Divine Link a good idea for HoN, or is it too MMO?
Is the Link of the Goddess balanced? Should I change any numbers?
seems a bit strong with like a carry/abaddon combo, but i want to see what other points are raised before i poll
Wratchet
12-10-2009, 09:17 PM
seems a bit strong with like a carry/abaddon combo, but i want to see what other points are raised before i poll
Do you think the duration of 5 seconds is too long?
Or is the concept itself seemingly too strong?
Mardhyn
12-10-2009, 09:21 PM
Hmm, interesting concept and the duration is low enough where a carry shouldn't be overpowered.(Even Forsaken takes 3 seconds to kill, that's only 1.5 kills) The problem I see is that it may leave tanks with 2k hp and this. If a tank has gotten enough for boots/2x bracers(or whatever your starting item may be) and then farms up 4.5k will it be better spent towards a heart(that puts him up to the 3k mark, soaking up quite a lot more damage). Seems like a item that could change our current meta-game but suffers the problem from either (sacrifice yourself for carry) or soak up damage and be a nuisance.
Maybe that in itself is the choice you should make. Hope this made sense, sometimes I am not the most coherent. Aha
Firzen777
12-10-2009, 11:28 PM
---
Is this Divine Link a good idea for HoN, or is it too MMO?
I like the idea of protecting some of your more squishy allies. In a way, it's almost like casting puppet's ulti on your own team mate to save their hide.
I'm interested in how the damage will be calculated before it gets sent as true damage to you. Will it take into account the armor/buffs/etc of the linked hero before getting sent to you or will it calculated armor/buffs/etc on you rather than the ally getting nailed? Or will there be none at all so you might get a 1k true damage pyro ulti? That would hurt a bit (but you do it for the team :)).
---
Is the Link of the Goddess balanced? Should I change any numbers
I can't think of anything that should be changed. Can't really complain that you can't kill a "linked" hero because the person linking on the other end will die if you kick it enough!
Nice item design, got my vote. Interested in how this develops.
Wratchet
12-11-2009, 12:56 AM
---
Is this Divine Link a good idea for HoN, or is it too MMO?
I like the idea of protecting some of your more squishy allies. In a way, it's almost like casting puppet's ulti on your own team mate to save their hide.
I'm interested in how the damage will be calculated before it gets sent as true damage to you. Will it take into account the armor/buffs/etc of the linked hero before getting sent to you or will it calculated armor/buffs/etc on you rather than the ally getting nailed? Or will there be none at all so you might get a 1k true damage pyro ulti? That would hurt a bit (but you do it for the team :)).
My idea is it takes into account the armor/shields/etc, of the target of Divine Link. Whatever damage that target hero would have received, is dealt to you instead in True Damage (your armor/shields/etc does not come into account).
---
Is the Link of the Goddess balanced? Should I change any numbers
I can't think of anything that should be changed. Can't really complain that you can't kill a "linked" hero because the person linking on the other end will die if you kick it enough!
Nice item design, got my vote. Interested in how this develops.
Did you actually cast a vote? For the feedback I am getting the votes seem really low.
Thanks for the feedback, especially the need for clarification in the Divine Link description.
Wratchet
12-11-2009, 01:06 AM
Hmm, interesting concept and the duration is low enough where a carry shouldn't be overpowered.(Even Forsaken takes 3 seconds to kill, that's only 1.5 kills) The problem I see is that it may leave tanks with 2k hp and this. If a tank has gotten enough for boots/2x bracers(or whatever your starting item may be) and then farms up 4.5k will it be better spent towards a heart(that puts him up to the 3k mark, soaking up quite a lot more damage). Seems like a item that could change our current meta-game but suffers the problem from either (sacrifice yourself for carry) or soak up damage and be a nuisance.
Maybe that in itself is the choice you should make. Hope this made sense, sometimes I am not the most coherent. Aha
I think I get what you are saying, and I agree. Using the 4.5k cost towards a heart is better for you. However, I have often played games where I, as the tank, simply get "passed by" due to various movement abilities (blinking is the big one), and my heart doesn't matter. They kill my support, and once they are dead, I'm left to get slaughtered by 3 or more enemies (my heart may keep me alive a second or two longer, but that doesn't help anything). I want an item like this so I can take a more dynamic tanking role, preventing Magebane/Zephyr/etc from destroying my support no problem.
The goal is not to make me tougher. If I wanted that, I would get a Heart as you said. The goal of this item is to make my team tougher.
Thanks for the input and please vote.
WSLaFleur
12-15-2009, 07:15 PM
[Thumbs up] This is an innovative use of the Icon, and I don't foresee any combos worse than those we've dealt with in the past. Arcane Ring > Harbinger, Assassin's Shroud > Voodoo Jester, etc.
Wratchet
12-16-2009, 01:14 AM
That's true. The only hero you need to consider when you think about this item being overpowered is Accursed, and I don't think that will be an issue, especially if you give the Divine Link an obvious (yet not detracting) animation.
The real question is, would this item be used, or would it turn into another Harkon's Blade?
KingBobby
02-01-2010, 06:11 AM
(thumbs up) Really nice and effective if you're the only tank in the team and you're with squishy agi/int heros. Signature Item for Accursed (cuz of his ulti). 1 question though, if you use Barbed armor suddenly, will the damage go back to the hero which Divine Link is acting on or to the enemies that damage the hero Divine Link is acting on? (just thought, no big reason on this question :D)