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IntErlIdEr
07-28-2009, 06:29 PM
View the Announcement (http://forums.heroesofnewerth.com/showthread.php?t=437) about adding your name to an Item.


Item Properties/Attributes:
* Any passive bonuses the item bestows (stats, health/mana, etc)
* A description of any special properties of the item (passive effects, activated effects, etc).
* Estimated TOTAL cost/availability (subject to change at implementation)

Item ingredients:
* A list of requirements to complete the item. Please refer to all ingredients with their HoN names.

Goal of the item (optional, but preferred):
* What do you want the item to accomplish for the game? For example, maybe you think HoN needs another late-game item to boost the attack of intelligence heroes, or you think another mid-game tank item is needed and you are hoping to fill that role. This part of the submission is optional, but by completing it you show us that you've thought out your item thoroughly and its intended effects on the game. INTER'S ROBE OF MAGIC:
http://img.photobucket.com/albums/v625/interlider/Heroes%20of%20Newerth/IntersRobeofMagic.jpg
4,575 gold
PROPERTIES:
+10 to all stats
+10 to int
+100% mana regen
+Unholly Touch: whenever a hero wearing Inter's Robe of Magic hits an enemy hero or unit it applies Unholly Touch for 5 seconds.
Unholly Touch effects (orb effect/buff placer): -6 magic armor.

INGREDIENTS:
http://img.photobucket.com/albums/v625/interlider/Heroes%20of%20Newerth/BlessedOrb.jpg
Blessed Orb: +10 to all stats
2,100 gold

http://img.photobucket.com/albums/v625/interlider/Heroes%20of%20Newerth/NeophytesBook.jpg
Neophyte's Book: +10 int
1,000 gold

http://img.photobucket.com/albums/v625/interlider/Heroes%20of%20Newerth/Manatube.jpg
Manatube: +100% mana regen
875 gold

http://img.photobucket.com/albums/v625/interlider/Heroes%20of%20Newerth/IntersRobeofMagic.jpg
Recipe: adds Unholly Touch
600 gold

GOAL:
There are several aspects of this item that are note-worthy. Firstly, mages lose their efficiency as the game progresses due to magic ressistant items and Hp/regen stacking. Secondly, STR and AGI heroes alike scale in power as they get more items, differently from INT heroes, who don't. Finally, we have Shieldbreaker, an item that cuts through a hero's physical armor.

What I wish to accomplish with this item is to create an item that will help scale INT hero's power by adding a new orb effect into the game: Unholy Touch, which will provide an analog item for the INT heroe's to use, adding power to them throughout the whole game.

The main GOAL is to give INT heroes yet another item to use; even more, an orb effect worth purchasing. What this item successfully does is give these heroes a different goal in the game different from just becoming disablers late game.

I'm not trying to turn INT heroes into carry picks, but rather make them as despisable by the enemy both early and late game. A farmed out carry hero will have to be careful who he decides to farm later in the game, because an otherwise defenseless oposing hero can become a strong oponent, harder overall and less powerless against the late game carries.

SOME NOTES:
One thing you'll have to bare in mind is this: a carry will always be a carry; period. This item won't turn an INT hero into a full bloody carry, but will rather give him some stand against them. Later in the game, carries can farm around defenseless heroes that have no disables, whose main purpose is to nuke.

The item is not overpowered for several reasons, mainly because the same way you can stack Hp and magic armor, now an INT hero can purchase this item. It's also an orb effect, meaning you'll have to attack and successfully hit the enemy before it affects it. Also, it's a buff placer as well (just like Shieldbreaker), so it's taking off the chance for the user to stack it with any other orb and/or buff placer.

Well, this is it. Hope you guys liked it, and please leave a comment.

~IntEr

EDIT: By popular demand, removed Apprentice Robe and added a recipe in with a little more inflated price to provide the Unholly Touch orb.

Malkavianrlz
07-28-2009, 06:45 PM
i really enjoy this concept. the idea of having a brand new orb effect is awesome, and making it an INT-focused orb is plain cool. T-UP

Soulutions
07-28-2009, 08:02 PM
Wait...
so you are losing 6 intelligence when you get this item? I dont really like that to be honest xD but the idea itself is prett cool ^^

Electroman1
07-28-2009, 08:08 PM
I like the idea but like Jazilla said, losing 6 int does not really fit in. Perhaps remove that item and add something else as a reagent?

PoopyDesires
07-28-2009, 08:11 PM
Add 6 more int.

Scowndrul
07-28-2009, 08:12 PM
I like the idea but like Jazilla said, losing 6 int does not really fit in. Perhaps remove that item and add something else as a reagent?

Somebody has taken a chemistry class. Yeah, losing 6 INT sucks.

Electroman1
07-28-2009, 08:18 PM
Somebody has taken a chemistry class. Yeah, losing 6 INT sucks.
Sorry bro, I'll make it easy for you.

Another derpaderp so the hillbilly's will be able to buy this item from the cornstore.

Anghkor
07-28-2009, 08:39 PM
Take out the Apprentice Robe and throw in an item recipe for 525.

Problem solved.

IntErlIdEr
07-29-2009, 08:32 AM
By popular demand, I removed the Apprentice Robe and added a recipe that costs slightly more. This was to justify the orb effect addition.

~IntEr

Gabe
07-29-2009, 10:44 AM
Good concept.
+1
Would be nice to see some orb effects mainly for int heroes

Killroy
07-29-2009, 10:48 AM
The concept itself is good. I would love to see a little different buildup since it is almost the same as totem. Price is ok but how much does -6 magic armor resemble?

IntErlIdEr
07-29-2009, 11:15 AM
Since armor scales diminishingly, it depends on how much magic armor the enemy has. For instance, on a hero with no magic armor items (such as Hood of Defiance - can't know the name in HoN, but it adds 10 magic armor), whereas every hero has a base Magic Armor of 5.5, -6 magic armor represents a boost of about 27% magical dmg.

Again, it depends on the ammount of magical armor the enemy has. Hood, for one, completely rapes nukers as it provides a safe protection against any nuke, while RoM can successfully remove part of this defense and give INT heroes the edge later on.

~IntEr

GamersThumb
07-29-2009, 02:21 PM
This sounds like an interesting concept and I hope it or something like it is added for magic heroes.

Chiffa
07-29-2009, 04:41 PM
I like the idea

IntErlIdEr
07-30-2009, 08:29 AM
Thx for the support! Please, mind to post when you vote so that the thread stays above the rest and draws more attention from more potential voters. If we support the ideas we like, we're likely to see them become true!

~IntEr

Hippie
07-30-2009, 10:00 AM
Definitely like it, though I'm somewhat worried about the implications it has for the late game - generally, the job of the carries is to survive against the nukers long enough to get enough HP/Armor/Damage/Magic Armor to no longer fear them. An item like this might make int heroes a little overpowered in the late game, and if it could be farmed early enough the bonus damage they would get (if used properly) is staggering. I'd like to see it in play, but I also think it might be a tad on the high side. We'll see.

Keitaru
07-30-2009, 04:54 PM
While it's interesting, I feel it'd be massively overpowered. A single orb effect providing +28% damage, scaling with the spells, is absolutely absurd. It'd cause all kinds of hero imbalances. Think of a pyro ulti doing 1.1k damage reliably. Int heros would have to be nerfed to keep things in balanced.

nttea
07-30-2009, 04:56 PM
This doesn't seem like a particularly powerful lategame item, for max effectiveness you would need several nukers on team, with a long range int hero and you can focus someone and bring pretty devastating nuke damage, sounds fun!. but an int nuker hero still won't stand a chance solo lategame vs an enemy decently farmed agi or str hero, as it should be.
edit: i think the item name should be changed though, a robe doesn't sound like something that would provide an attack orb/buff. Better make it a staff of some sort (:

Nome
07-30-2009, 04:57 PM
Gonna vote T-U, but it needs serious tweaking.

It needs to be a castable ability as opposed to an orb, because that's WAY too strong, for one. Imagine if Moon Queen got this, and it slapped the effect on the entire team D:

IntErlIdEr
07-31-2009, 09:01 AM
@ Nome: Moon Queen is actually broken imho, whereas she has this exact same issue with all attack modifyers. For instance, she can use Shieldbreaker and decrease everyone's armor (the same as this for physical armor) and proc several lightnings at the same time with Maelstrom (can't recall the name in HoN), plus she heals on every jump with any life steal item.

Also, bare in mind that Orbs are not supposed to stack, so if she got this item, she'd have to let go of life steal and others, which would definitely cripple her - and she isn't so much of a support hero.

What you have to bare in mind is that balance is about weights and counter-weights, and many of the counter-weights haven't been placed yet, but they'll soon be.

~IntEr

Scythe
08-02-2009, 04:14 AM
While it's interesting, I feel it'd be massively overpowered. A single orb effect providing +28% damage, scaling with the spells, is absolutely absurd. It'd cause all kinds of hero imbalances. Think of a pyro ulti doing 1.1k damage reliably. Int heros would have to be nerfed to keep things in balanced.

Personally, I think this should be cheaper if it doesn't give any pure advantage over the ingredients other than the orb effect.

I disagree that it would be overpowered, look at the Hellflower or Totem of Kuldra or Shieldbreaker for example.

The Totem of Kuldra gives you +35 Intelligence, +10 Agility, +10 Strength, +200% Mana Regeneration, and the ability to turn units into chattering teeth for 3.5 seconds. This does a lot more than the Robe of Magic- it slows, gives you and your team free hits, silences, and prevents them from attacking. It also gives 100% more Mana Regeneration than its parts without costing any more than its parts do.

The Hellflower not only amplifies damage but silences, and the Shieldbreaker gives you as much damage as the Sword of the High (+60) with the -Armor orb for only 420g extra.

Nome
08-02-2009, 05:04 AM
@ Nome: Moon Queen is actually broken imho, whereas she has this exact same issue with all attack modifyers. For instance, she can use Shieldbreaker and decrease everyone's armor (the same as this for physical armor) and proc several lightnings at the same time with Maelstrom (can't recall the name in HoN), plus she heals on every jump with any life steal item.

Also, bare in mind that Orbs are not supposed to stack, so if she got this item, she'd have to let go of life steal and others, which would definitely cripple her - and she isn't so much of a support hero.

What you have to bare in mind is that balance is about weights and counter-weights, and many of the counter-weights haven't been placed yet, but they'll soon be.

~IntEr

Actually, orbs are supposed to stack--the devs have mentioned this many times before. The only orbs that don't stack are Frostwolf, Sear (Accursed), and Shieldbreaker.

The other thing is that it's a bit too powerful for its cost. It's a fairly easily obtainable item due to its component items. Its recipe cost is the problem--600 gold is tiny. Compare that to other orbs/attackmods--1200 for Shieldbreaker, 1400 for Thunderclaw, 1250 for Frostwolf, etc.

Kinroth1
08-02-2009, 06:12 AM
Congrats, the first custom anything to get my approval! I know I'm a nobody but still, I criticize a lot. Look at the troll hero post! Anyways it's a good idea. I think I'll stick to restoration stone with pyro though. Nothing like a double ulti for 2500dmg. And yeah Nome is right about the recipe price.

Spahrep
08-02-2009, 08:54 AM
what do you think of making it -3 and having it stack up to 4 times?

IntErlIdEr
08-03-2009, 09:38 AM
@ Nome: I believe that the recipe price is a matter of balance which can be tweaked as things are added. Just look at Scythe's opinion, right above yours, who is completely oposite to the one you expressed. That'd make me "lol" at times at first, but as my years in DotA became months in HoN, I came to expect such conflicting imput.

@ Spahrep: I believe that's not necessarily the way it should work. As a matter of fact, this item is supposed to be an analog to Shieldbreaker, which is it's "cousin" for the dps hero types, and which has a non-stackable shield-breaking orb.

Guys, thx for all the positive votes and imput in both ways, positive or negative. Bare in mind also the numerous tweaks this item can go through, and also bare in mind that the main part is the Orb, meaning that price, composition and looks can be changed and balanced throughout time.

~IntEr

Cybes
08-12-2009, 04:52 PM
Good stuff T-Up, still neads some tweaks for balance etc.

I do agree with Nome that the -armor should be a cast effect (like totem and hellflower) but not necessarily as long a cooldown.

I'm thinking in a Pyromancer perspective here:
"Having" to attack once before casting reduces the chance in my opinion to successfully land the AoE stun (Light strike in DotA).

Another thing that might be applicable is to make all spells apply the buff to the targets (not having the extra damage on that first spell that is) but then again this could be way to overpowered for AoE heavy heroes. (Tempest, Behemoth comes to mind).

Yes for Concept!

Nome
08-12-2009, 06:06 PM
@ Nome: I believe that the recipe price is a matter of balance which can be tweaked as things are added. Just look at Scythe's opinion, right above yours, who is completely oposite to the one you expressed. That'd make me "lol" at times at first, but as my years in DotA became months in HoN, I came to expect such conflicting imput.

@ Spahrep: I believe that's not necessarily the way it should work. As a matter of fact, this item is supposed to be an analog to Shieldbreaker, which is it's "cousin" for the dps hero types, and which has a non-stackable shield-breaking orb.

Guys, thx for all the positive votes and imput in both ways, positive or negative. Bare in mind also the numerous tweaks this item can go through, and also bare in mind that the main part is the Orb, meaning that price, composition and looks can be changed and balanced throughout time.

~IntEr

You have to look at the game holistically. HoN is a team game, so team-based items are stronger.

To take Scythe's example...

Totem of Kuldra: No recipe, but is very difficult to obtain in a competitive game due to two expensive components, and one useless one (mana tube).

Hellflower: made up of one of the worst items in the game, times 3. It's a single-target silence too, and the damage amp is horrible.

Shieldbreaker: single-target item, fairly easy to obtain due to two mid-level items and one mid-level recipe. On the other hand, Sword of the High is difficult to obtain, and deals much more damage overall due when you consider it's an AoE item, so you have to multiply the immolation damage times 5 to get the real team impact.

You need to remember the majority of damage being delt on the competitive level for the majority of the game is magical, not physical, which is why you can't make a direct comparison to Shieldbreaker in terms of cost-effectiveness.

IntErlIdEr
08-13-2009, 08:16 AM
@ Nome: but then again, just like Cybes said right above you, being an orb effect means you have to effectively hit the enemy before you can use the debuff, and only for a limmited time, which ultimately means you won't have a clear view unless it's really obvious. Any half-brained enemy will avoid these comfronts as much as possible, and even when it's possible to land a successful attack and nuke(s) "combo", you're still talking about a slim chance of success.

I don't think that the item is overpowered as of now, but, per say, it has a very useful skill embedded which can be easily balanced with a higher recipe cost. Since it can go from 600 to 1200 to 1800 to 2400, it's really a matter of deciding at which point in the game the item will be used. If it's too strong, just add a costly recipe to unable it early game.

~IntEr

PS: and yes, one enemy landing the hit successfully will make the effect available for the rest of the team, but that's already a relief, to have one of your enemies busy hitting and not nuking...

Nordoix
08-13-2009, 08:22 AM
You have my YES. Nice suggestion, would love to see this become reality!

Excalibur
08-14-2009, 12:00 PM
I like it, welcome to Top Suggestions.

thomasdh
08-30-2009, 04:04 PM
not bad .... could be a rly usefull weapon for any magic nuker ... tho due it costs it becomes more a mid/late game item witch makes it "less?" usefull i dont know i rather se 5k spended to a hex or something then to a spel that does a "little" more magic dmg

denie from me

Zuika
08-30-2009, 05:16 PM
T-up for the idea. Sure about time to add a morph attack to benefit casters :D
I have 2 problems though. 1st, the thought of a Robe causing others to lose magical resistance by attacking is odd! :P
I'm thinking a Staff or even some sort of gemstone.

The name is my other issue. "Robe of Magic" not very creative, not at all in fact :b 'Inter's Staff/Gem of Discourage' :D?

DtMage
08-30-2009, 07:04 PM
Very weak item. Int heroes usually have to go fast with their stuns/disables, they don't always have time to attack someone first, and even then this debuff lasts only 5sec. And this items passive stats are crap too.

Agree, some item with -magic armor would be nice though. Im thinking something like Daemonic Breastplate but built for casters, would have somekind of -magic armor aura. Might even be helpful.

yourstruly
08-30-2009, 08:11 PM
I like it as well, but i'm not very sure, how it would actually work: who and in what role would buy it over totem, which costs only 1100g more, and is in general, significantly sexier - sure this thing makes nukes hurt, but if you cant hit them they can just nuke you again later!

There are no heroes like silencer atm, that are int and actually want to hit things, so as orb i'd think its quite antisynergestic.

I'd like to see this item a bit more on the cheap side, possibly without the manatube, to serve as midrange int/caster item, that serves a useful purpose in addition to giving manapool and hp.

Anyway, as concept i really like it, but i think some screws need to be turned to make it tick nicely '-'

Sufferr
08-30-2009, 08:30 PM
Yes, awesome idea
gogoogoo

salim
09-02-2009, 10:49 AM
Seems nice, t-up.

BleBla
09-03-2009, 10:47 AM
I prefer being an aura. IMO having to hit before casting something sucks;

Zaraky
09-04-2009, 10:16 PM
nice idea Thumb up!

Belial
09-04-2009, 11:14 PM
Needs to be a small-medium sized cast for 75 or 125 mana respectively, if you really want this to be used on int heroes.

Reasoning: Int nukers hop in, spam their cooldowns, go in the back, rinse and repeat to keep from getting smashed into oblivion, they don't auto attack, it is suicide, not to mention the auto attack is slow and does pitiful damage.

Agi semi carries such soulstealer, valkyrie, and luna don't have a pitiful auto attack and have high magic damage as is. They suffer from running out of mana due to items that increase that damage not really offering anything for their mana. They would be able to apply this orb incredibly quickly and chain in their combos, all while offering them much needed regen and mana pool, and THEY would be the ones to have this debuff up for int nukers to be able to use and help their team.

Cliffs: This item actually sucks for int casters but rules for agi semi-carries

Drasha
09-05-2009, 03:34 PM
Please don't call it an orb effect it would be an attack modifier and it would not stack with frostwolfs skull or shield breaker. (assuming this since its pretty much a mirror of shield breaker for casters) This item would actually be better to put on some one who does physical damage like madman who needs mana to be effective. Love the idea just not the term orb effect :)

dandylion
09-09-2009, 10:11 AM
Excellent item idea. If you hadn't already got to it, I'd have made pretty much the same thing :)

Dukamok
09-10-2009, 11:01 AM
I'm also on with the idea since a lot of int heroes and nukers just feel much weaker late, especially if ANYONE picks up a Hood or whatnot. New concept that works much cleaner with the new magic armor system than with DotA's old flat percentages, thumbs up!

larmike
09-10-2009, 08:36 PM
I like to play caster so this would definitely be an item I would go for. Quality work.

LightRain
09-11-2009, 01:43 AM
Some people think it's overpowered, some think it's under-. The most obvious variant that pops into my mind is, what if it reduced their magic armour by 50% instead? unarmoured heroes only lose 2.25 magic armour, and heroes built to resist nukes are more affected. (Replace 50% with any other %, the point is scalable debuff as opposed to static debuff)

Inconmon
09-11-2009, 03:47 AM
I like, but needs higher cost.

Nonirik
09-11-2009, 12:09 PM
It should have only -5 armor...
But you get a t-UP form me...
See my hero suggestion too =)

Grimace
09-11-2009, 02:32 PM
I think this is a really great idea. My only problem with is is that it could be a real problem in the hands of Thunderbringer or other casters around mid-game, so I think if the price were increased on the recipe just to make it harder to save for it'd be perfect. You've got some expensive components already, which is good.

Nice work!

Nedrapter
09-13-2009, 02:33 PM
A combination of DL (Dark Lady) with this item and an AOE nuker (like Magmus) would be devastating. (DL spreads the debuff with her 3rd skill also silences with her 1st skill and Magmus get in and rapes.)

NOSAKIAS
10-01-2009, 08:19 AM
Nice idea

jimster1
10-01-2009, 10:11 PM
I think u need to improve the mana regen because 100% is too little for 4.7-4.8k

Sabre
10-03-2009, 12:35 AM
So did this just totally get put in the patch with no credit given here?

Nedrapter
10-03-2009, 07:17 AM
Something like that... And another one named after Nome which i cant find if it exists in forums as suggestion.

Anghkor
10-03-2009, 08:27 AM
Something like that... And another one named after Nome which i cant find if it exists in forums as suggestion.
A version of it does, somewhere.

Nedrapter
10-03-2009, 08:30 AM
Can you give me a link please?

Nvm i found it: http://forums.heroesofnewerth.com/showthread.php?t=24529 that was so recently posted that i didnt even noticed, yet it got into the next patch without any discussion.

JohnAnon
10-04-2009, 02:10 AM
So did this just totally get put in the patch with no credit given here?

Nah, it's not really the same. Only real similarity is the magic armor debuff.

But who knows, they could have "borrowed" some ideas from this.

Sabre
10-04-2009, 12:11 PM
Can anyone fine a link to Harkon's blade then?

Grimace
10-06-2009, 11:43 AM
GJ getting this item in the game, at least in one form. I think Harkon's Blade is better than this version, actually.

AequitaZ
10-07-2009, 12:29 AM
Nice concept, really. -6 Magic armor in lategame is a nice idea, especially when you play Thunderbringer and Lina who can kill a whole team in lategame just with their 3 spells...

ElBackstang
10-16-2009, 10:53 AM
GJ getting this item in the game, at least in one form. I think Harkon's Blade is better than this version, actually.

This + harkon's blade and we will really see some int carry action.

i T-up'd

i do have one problem with this however. It should be a weapon not a robe, after all its giving an orb affect and not a buff.

Blaky039
10-18-2009, 02:47 AM
Puppet Master + this = rape

MyLife
10-21-2009, 03:18 PM
@ Nome: Moon Queen is actually broken imho, whereas she has this exact same issue with all attack modifyers. For instance, she can use Shieldbreaker and decrease everyone's armor (the same as this for physical armor) and proc several lightnings at the same time with Maelstrom (can't recall the name in HoN), plus she heals on every jump with any life steal item.

Also, bare in mind that Orbs are not supposed to stack, so if she got this item, she'd have to let go of life steal and others, which would definitely cripple her - and she isn't so much of a support hero.

What you have to bare in mind is that balance is about weights and counter-weights, and many of the counter-weights haven't been placed yet, but they'll soon be.

~IntEr

You are wrong? orbs are supposed to stack? lol

Fancy_Pantz
10-23-2009, 08:10 AM
wouldnt it be better if unholy touch reduced damage? i thought the purpose of this item was for survivability

fatrend1
11-08-2009, 10:57 PM
Wouldn't this make Harkon's Blade uesless?

Chilitoke
11-12-2009, 05:04 PM
Seems like a buffed edition of harkons blade. Takes away more magic armor for no mana cost and is easier to build.

Icemind
11-13-2009, 03:15 AM
There already is Harkons Blade for the magic-armor reduce on attack, only Harkons is balanced, this is not. (Harkons is toggled with high mana cost on every attack and more difficult to build as well)
Sorry but the concept of a magic-armor reducing orb effect -which is the whole point of this item after all- has already been implemented.

Sclampf1
11-13-2009, 04:39 AM
Should cost less than desolator!

Deoin
11-17-2009, 12:22 PM
Think Icemind said it, the concept is already ingame.

magnifier
11-27-2009, 10:11 AM
I agree. Harkons is already ingame, and it's balanced - this is just plain overpowered

Varp
11-27-2009, 10:42 AM
Cool concept, i don't think its that overpowered, altho it could use some tweaking maybe.

Kylskap
12-10-2009, 10:07 AM
I'm *pretty* sure this post was made BEFORE they implemented Harkon's blade
so his idea kinda went through ^___^

volcan33
01-05-2010, 06:32 PM
why not?
nukers gotta have their items at late game.
t-up

yyr_
01-05-2010, 06:38 PM
t-up from me

Intels need a way to not get pommeled late game in pub matches.

Fancy_Pantz
01-09-2010, 10:49 AM
Harkons Blade GTFO this item

Fuga
01-10-2010, 02:21 PM
omfg.. nome stole ur idea..

IntErlIdEr
01-11-2010, 08:28 PM
Firstly, as a personal admirer of Nome, his work and development so far, I don't believe he stole anything; bright minds think alike - lol, jk... but hey, more than one person can have an idea sepparately and that doesn't mean one necessarily copied the other.

About Harkon's Blade itself, I believe these two items can coexist and maybe even work together, even not as two items but one as a component of the other. In either case, having more than one item that adresses the same issue in-game only adds and enriches it, whereas in diversity relies new strategies, different builds and the overall feeling of refreshment of each match.

Said so, to all the 'nay sayers' around that have shielded themselves behind the "harkon's blade" argument, please allow me to remind you that having a similarity with another item can only add to the game. Frostfire (Hack 'n Slash's new name, not sure if it's that one) can compete in slow with Frostwolf Skull (skadi) and in move-speed increase with Geometer's Bane. It adds to the strategy, and is good for the game (imho).

~IntEr

Chickenfoo
01-11-2010, 09:32 PM
:ophe:
Since armor scales diminishingly, it depends on how much magic armor the enemy has. For instance, on a hero with no magic armor items (such as Hood of Defiance - can't know the name in HoN, but it adds 10 magic armor), whereas every hero has a base Magic Armor of 5.5, -6 magic armor represents a boost of about 27% magical dmg.

Again, it depends on the ammount of magical armor the enemy has. Hood, for one, completely rapes nukers as it provides a safe protection against any nuke, while RoM can successfully remove part of this defense and give INT heroes the edge later on.

~IntEr

I think you should at that into the statement about the item. So It shows how much it truly helps. OR Even add a spot that shows magic armor reduction when you use RoM

Edit: Also what if the effect of the robe activated like Frost plate? For some of the people saying its overpowered this would sorta solve that. For hero's like Thunderbagger, He would have to risk him self to use RoM But through this risk his nukes do more damage. Making this item Very powerful in the hands of a skilled player...

P.s just a few thoughts. :wild:

Connatic
01-12-2010, 09:21 PM
I voted yes. Not because I like this item, but I do support giving some INT heroes better late game scaling.

Daiug
01-26-2010, 08:06 PM
Now... Harkon's Blade+This One=Total Rape or it's just me? :D

Nice item btw :)

Inzanami
02-05-2010, 07:20 PM
Bad idea, way too overpowered for how good it is. We already have harkons blade for this role anyway.

alexandre
02-24-2010, 03:57 PM
Overpowered

VitaTimH
02-24-2010, 04:58 PM
1. This was made before Harkons.
2. 375 cheaper than Harkons with less damage boosting stats. How is this 'way too overpowered?'
3. I know we're not supposed to respond to blathering idiots necro-ing threads, but I'm curious how so many people dismiss this as imba when it's not too different from Harkons at all...

integral
02-26-2010, 03:31 PM
Just change the name and it seems fine to me !
Plus, that orb effect does the same as Shield Breaker, but for Magic Armour so it is really usefull !


~sekibun

Facestomp1
03-22-2010, 04:45 PM
Havent read through all of the responses
But what about puppet + harkons + that? With a hellbringer and a blacksmith in his team D=

FiskOgHon
03-23-2010, 05:59 AM
This would be a good idea if Harkon's hadn't been implemented. Now it's pretty much obsolete.

Didiuz
03-29-2010, 12:26 PM
I think it might need a minor nerf. mayb increase the recipe cost by 150 and reduce the magic armor reduction to -5. Seems balanced to me

Ignel
03-30-2010, 01:45 PM
Hello,

Sry but imo this item would make shielbreaker a waste item... Alot of str and agi would prefer magic robe over shield breaker...

Tomoharu
04-07-2010, 12:58 PM
Good idea but Harkon's do similar job.

soultrick
04-10-2010, 09:20 PM
i like the idea but its kinda overpowering the int heroes i think, cause its just normal if ur good early ur bad late and vice-versa, anyway it would be nice to get magina and pudge with a int heroe late game =D

ma5
04-10-2010, 11:36 PM
The recent replies to this thread sum up the general intelligence level of the suggestion forum.

Blot
04-12-2010, 01:10 AM
harkons anyone? This is a pointless item.

GetPwntGio
04-29-2010, 05:08 PM
Ehh the cost is too high.
SotM = 1200+1000+1000+1100 = 4300 which i personally think is much better.
And Kundra is just a thousand gold more, which helps the team more than a -6 magic armor debuff

GGreenBass
04-29-2010, 06:43 PM
No, INT heroes do not need an item that helps them auto-attack. They need better survivability/castability that should be exclusive to those who've played well mid game (so that an epic mid game pyro isn't helpless against a lategame cronos)

w00f
04-29-2010, 07:28 PM
"Unholly Touch"

No, not the holly! =O

http://hillsteadblog.files.wordpress.com/2009/12/holly2.jpg

`nJoi
05-11-2010, 05:48 PM
Unholly Touch


Who took my holly?

MacroHard
05-11-2010, 07:35 PM
Harkon's made this obsolete. T-down

glutamate
06-01-2010, 04:11 PM
How many blathering idiots are calling this OP?

Absenta7
06-19-2010, 12:43 PM
my opinion

its cheap, you can get it as your first big item and you will pwn the whole game, and late combined with harkons is just like have a non-dropping-doombringer, so i suggest make it an attack modifier, or increase recipe to 1500 (more or less)
if not make it an attack mod, it must dont stack with harkons at least, because it will have like -5 magic armor on targets when you apply both

`Emortal
12-04-2010, 10:44 PM
Bump! I support

GauntElakor
12-08-2010, 04:45 PM
As already mentioned, we have Harkons, this is obsolete.
Some mods should lock/remove/archive this thread.

iNsania
04-01-2011, 06:11 AM
Isnt this like a weaker version of harkons/spellshards?

befragen
09-04-2011, 11:34 PM
i feel if it is going to do +28% damage it should cost 28% more (mana to cast)

General_Fei
09-05-2011, 07:02 PM
So, hasn't this item essentially been implemented as Harkon's?

Arctus_Tibal
09-10-2011, 07:13 AM
So, hasn't this item essentially been implemented as Harkon's?

Yeah I was just about to say this.... This item is just harkons blade.

Coriander
09-18-2011, 10:53 PM
I think people need to accept the fact that int's aren't meant to carry, they're to push and support... items like that are trying to do what isn't meant to be.

Pazuzu
11-08-2011, 02:23 AM
Gonna vote T-U, but it needs serious tweaking.

It needs to be a castable ability as opposed to an orb, because that's WAY too strong, for one. Imagine if Moon Queen got this, and it slapped the effect on the entire team D:
Just as with Lifesteal it should only apply to the initial target most of carrying with MQ is done with her auto attack late game.

FlareForce
11-27-2011, 11:38 AM
So....you made harkon's?