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HamsterXD
12-22-2009, 12:53 PM
REQUIRES

http://i34.tinypic.com/6fyrfl.jpgAstrolabe (2306)
http://i34.tinypic.com/sff52q.jpgPower Supply (519)
http://i35.tinypic.com/10xebdy.jpgSustainer (1750)

=http://i18.photobucket.com/albums/b117/Aoen/INV_Shoulder_44.pngDischarger (4575)


Every time a nearby enemy unit uses a spell, instantly heals self for 15 health and 15 mana (has 3 second cooldown, meaning it only heals once every 3 seconds), and adds 1 charge. Each charge adds to aura 0.2 health regen,and adds 20 to heal. All charges will be lost upon death. When Discharger is activated, each charge that is currently has adds 1 second to the cooldown timer. (15 charges = 15 more second on cooldown, 45+15 = 60 second cooldown, etc)

Passive bonuses
+10 to all stats
+5 armor
+5 health regeneration
+125% mana regeneration
+10 damage

Aura
+3 health regen (650 AoE) ( maximum of +6 health regen with all 15 charges, goes back to +3 when charges have been used)

Activation
Heals all nearby allies (500 AoE) for 250 health (without charge yet, with 15 charge, heals maximum of 550 health) and also applying 'charged' which adds +3 armor. When activated, all enemies within the radius will be slowed depending on how many charges it has, 1 charge = 1% slow, 15 charge = 15% slow.
All charges (if any) will be gone upon activation.

Cool down : 45 seconds
Mana cost : 150

Visual : looks like corrupted disciple's 1st skill, emits a round wave to goes outward 500AoE. whoever caught in that AoE will be healed (if ally, blue electric surrounds) and slowed (if enemy, red electric surrounds)

Significance of this item is, well, power supply is too weak IMO and astrolabe does'nt heal much late game either. So by adding these 2 items together, you get a decent +stats, good aura, and the ability to heal your allies and slow your enemies at the same time. Since it grants +10 to all stats, i think any hero can afford to buy this item. I added the extra 1225 recipe is because, well, if you add up the stats, you only get 8..well..10 just seems more normal :D. Note that instead of pressing and healing yourself 15 health and mana per charge, you get instantly healed instead. Altho it is not much late game, but im sure this item can come in handy.

How Discharger works is simple, exactly like Astrolabe. This means that the heal and slow cant be stack. Only one can be use every 20 seconds.

Altho this item looks OP, but in HoN or Dota, usually we would aim the supporter's 1st, then move on to the tank, making whoever holding this item the FIRST target to be aimed. (sucks to be you Ophelia and Nymphora xD)

Number's can be change! As usual, pls vote on concept and idea, not on numbers. If you're gonna vote no, PLS don't first, and tell me first, I may change your mind.;)THX!



Changelog:
1.1 change price of recipe (225>825) and added description on how it works (exactly like Astrolabe)
1.2 change price of recipe again, (825>1225)
1.3 each charge now last for 30 seconds only. The charge will be gone and will 'burst' (damages self, allies and enemies) if not used.
1.4 Added extra cooldown depending on how many charges it had when Discharger is activated
1.5 Removed recipe, now needs 'Icon of the Goddess' (3300).
1.6 No longer does damage to enemy units now and does not have 30 second per charge anymore, instead, enemy now gets slowed depending on how many charges it currently has.
1.7 No longer needs Icon of the Goddess, noe requires Sustainer instead

HamsterXD
12-22-2009, 11:37 PM
bump

Lothrik
12-22-2009, 11:48 PM
Seems a little overpowered to me. Recipe should cost more (maybe 525?), other than that, I like it. Voted yes.

Thysios
12-22-2009, 11:53 PM
power supply too weak :O.

Seems like a pretty good item as it is.

But

This idea sounds alright, needs some tweaking though. Bit OP.

Also I think having charges is better then being instantly healed. So you can choose when to use it. Getting healed by for like 15 when getting hit by a 300 damage nuke isn't going to do much

Verith
12-22-2009, 11:55 PM
Needs major tweaking, but the idea is definitely in the right direction.

yyr_
12-22-2009, 11:56 PM
i think you upgradeing spree is getting a bit out of hand. I mean, you have 2 recipes in mech, the mech recipe, the power supply recipe, this recipe. Thats 5 recipes to make 1 item. That alot of recipes.

Also power supply is an amazing item. It pretty muchs kicks bristleback in the balls, and it acts like a consumable but lasts all game, in a teamfight it nearly always gets fully charged, which is 225 heal, and more importantly i find is the mana gain. i can think of a few fights and ganks that have turned around due to a full powersupply being popped.

The mech is a 250 heal, which is essentially a free spell. I mean its a nice AoE buff as as well. Compare it to codex, which does 400 damage to a single target and costs 3kish and this heals 250 in a radius. It pretty much negates a perfectly hit AoE spell.
Its a good item.

HamsterXD
12-23-2009, 05:16 AM
thank you for all the comments, i will tweak it abit to make it more balance, but first of all, should there be a recipe or not? is yes, how much should the recipe cost?

[Lt4]Thysios (http://forums.heroesofnewerth.com/member.php?u=281610)
note that you get instantly healed health and mana whenever an enemy casts a spell, target does not have to be you, but still its true if pyro ulti's you. xD

need more comments to make this baby to the top!

Lothrik
12-23-2009, 05:30 AM
I also think the instant heal should have some sort of cooldown (3~5 seconds). Otherwise you're just getting a shitload of free mana and health in team fights.

HamsterXD
12-23-2009, 06:32 AM
I also think the instant heal should have some sort of cooldown (3~5 seconds). Otherwise you're just getting a shitload of free mana and health in team fights.

This is a wonderful idea, i will add a 3 second interval to every heal. THX!

HamsterXD
12-23-2009, 09:54 AM
bump

Popo
12-23-2009, 02:32 PM
You are taking Astrolabe, a key item in many games, and power supply, and extremely useful (well, mana battery at least) item as is, and putting them into one inventory slot, for only 250g? AND you are adding huge buffs to the aura, the heal, AND making it do damage? Reconsider.

This would be overpowered if the item was simply a power supply and astrolabe as is in the same inventory slot, for only 250g.

Have you considered if the heal overwrite Astrolobe heals, or could a team now stack two AoE heals? More OP...

HamsterXD
12-23-2009, 11:19 PM
You are taking Astrolabe, a key item in many games, and power supply, and extremely useful (well, mana battery at least) item as is, and putting them into one inventory slot, for only 250g? AND you are adding huge buffs to the aura, the heal, AND making it do damage? Reconsider.

This would be overpowered if the item was simply a power supply and astrolabe as is in the same inventory slot, for only 250g.

Have you considered if the heal overwrite Astrolobe heals, or could a team now stack two AoE heals? More OP...

Ok you have a point, so are trying to say that i should increase the price of the recipe?

The heal acts exatcly the same as Astrolabe, but with damage. This means that the unit cant be stack with damage or heal.

HamsterXD
12-25-2009, 04:25 AM
bump

tidi_kodo
12-25-2009, 06:16 AM
I agree that this item is a little bit overpowered (I mean by the time i would get it on nymph (15-20 minutes max) it is VERY strong item for this stage of game.

HamsterXD
12-25-2009, 08:47 AM
since alot or people are saying its OP, what should i increase and decrease? pls share your idea

HamsterXD
12-25-2009, 02:14 PM
bump

HamsterXD
12-26-2009, 09:21 AM
bump

Vulpes
12-26-2009, 03:05 PM
Power Supply is the strongest normal Item (after Wards and Courier) in the Game right now.
I really see no need to make it even stronger by turning it into a viable lategame option due to being part of a Recipe.

HamsterXD
12-27-2009, 01:46 AM
Power Supply is the strongest normal Item (after Wards and Courier) in the Game right now.
I really see no need to make it even stronger by turning it into a viable lategame option due to being part of a Recipe.

Yes, it is the strongest normal item (and cheap, considering). But it cant do much late game, the reason for this item is so that you don't have to sell your power supply once the game is 30-40 minutes pass, and instead you can get this item. This is a late game support item. Instead of selling it, why not make good use of it? :D

HamsterXD
12-27-2009, 04:47 AM
bump

HamsterXD
12-27-2009, 05:20 AM
yay! another 25 more to make this baby into popular suggestions! come on people! vote! (in case of any 'i dislike this item because astrolabe is the best on it self and so is power supply, note that this is a late game item, and dont tell me you will have the power supply item in your inventory slot after 40minutes of the game)

Vulpes
12-27-2009, 09:23 AM
Power Supply is already the strongest Item, all other Stat Items / General Early Game Items pale horribly in comparison.
It is somewhat "balanced" by the fact that it gets almost useless later on.

Compare Bracelet with Major Totem:
510g for +6/+3/+3 vs 540g for +4/+4/+4.
Of course the Bracelet is far stronger.
However, it's 'balanced' because you will have to sell the Bracelet later on,
while the Major Totem is part of a few Recipes, thus being more viable LateGame.

If you put Power Supply in a Recipe, it get's to widen the gap to the 4th best Item. Don't do it.

HamsterXD
12-27-2009, 09:44 AM
Power Supply is already the strongest Item, all other Stat Items / General Early Game Items pale horribly in comparison.
It is somewhat "balanced" by the fact that it gets almost useless later on.

Exactly, the whole idea of this item is so that you can make use of POWER SUPPLY late game. Early game, 519 is pretty 'okayy', and if you sell it, you only receive half the money, so what about keeping it and use it in a recipe?

HamsterXD
12-27-2009, 11:19 PM
bumpo

Khortus
12-28-2009, 03:28 AM
sir yes sir

Allnighte
12-28-2009, 07:34 PM
imo it should lose all charges on death. and maybe even trickle down 1 charge every 2 minutes or something. basically at full charges it's better than ophelia's ult (assuming everyone is in range)
voted yes though

HamsterXD
12-28-2009, 10:27 PM
imo it should lose all charges on death. and maybe even trickle down 1 charge every 2 minutes or something. basically at full charges it's better than ophelia's ult (assuming everyone is in range)
voted yes though

Good idea on losing all charges on death, will put it in the idea. Well yes at full charges the heal is a whopping 550 and also damage, I was thinking of every charge increases cooldown by 1 second as well. Is it possible that way?

Zarent
12-29-2009, 01:56 AM
Exactly, the whole idea of this item is so that you can make use of POWER SUPPLY late game. Early game, 519 is pretty 'okayy', and if you sell it, you only receive half the money, so what about keeping it and use it in a recipe?
You need to learn the concept of balance in terms of early vs. late game.

For a simple example, look at Logger's Hatchet. Costs 225 gold, and is VERY good early game for melee heroes who can't last hit. However, even middle game, it is sold quickly to make room for other items - because your last hit ability is fine after this point. If Hatchet was sellable at this point for 112 gold, that would be only 112 gold net loss from an item that is meant to be sold. A delicate balance.


Astrolabe and Power Supply go in the opposite direction. Each are very powerful during MID and EARLY game, respectively. To upgrade either of them would necessitate that the new item fills a niche that would be fundamentally different from, and perhaps negate, the build components.


To put it simply, Astrolabe and Power Supply have a very powerful role in the current metagame. What you're proposing to do here is buff them, by providing a late game counterpart to each one. They do not need buffs. Moreover, it could be said that to create a healing item that scales better than Astrolabe is a fundamentally broken concept. To add aoe damage to this ability is taking that broken concept, and laughing at it.

Frostfield plate does 200 damage in an aoe, which is the main component of this, and gives survivability. This item gives BETTER survivability, and BETTER aoe damage, for LESS cost, with a buildup that is much easier. There's no reason to get Frostfield anymore.


Scrap the idea. It's a fundamentally broken concept.

HamsterXD
12-29-2009, 09:54 AM
You need to learn the concept of balance in terms of early vs. late game.

For a simple example, look at Logger's Hatchet. Costs 225 gold, and is VERY good early game for melee heroes who can't last hit. However, even middle game, it is sold quickly to make room for other items - because your last hit ability is fine after this point. If Hatchet was sellable at this point for 112 gold, that would be only 112 gold net loss from an item that is meant to be sold. A delicate balance.


Astrolabe and Power Supply go in the opposite direction. Each are very powerful during MID and EARLY game, respectively. To upgrade either of them would necessitate that the new item fills a niche that would be fundamentally different from, and perhaps negate, the build components.


To put it simply, Astrolabe and Power Supply have a very powerful role in the current metagame. What you're proposing to do here is buff them, by providing a late game counterpart to each one. They do not need buffs. Moreover, it could be said that to create a healing item that scales better than Astrolabe is a fundamentally broken concept. To add aoe damage to this ability is taking that broken concept, and laughing at it.

Frostfield plate does 200 damage in an aoe, which is the main component of this, and gives survivability. This item gives BETTER survivability, and BETTER aoe damage, for LESS cost, with a buildup that is much easier. There's no reason to get Frostfield anymore.


Scrap the idea. It's a fundamentally broken concept.

Frostfield gives a wholesome of INT, good for INT heroes, and low INT STR heroes, and don't forget the slow aura. You see, all item have their own respective, some with higher damage, some with better stats, all in all, each item have their ups and downs.

What I'm proposing here, is a healing item that is meant for LATE GAME push. As you said, Power supply for early game, Astrolabe for mid game, and may i ask about late game? i realise once in late game when every1 has godly items, the team that has more late game hero wins. This makes the game less 'oomph' (easy to say, less challenge)

This item is to TURN THINGS AROUND. Losing can be winning, and winning can me losing, who knows.

With this item, no one can be sure how the game would end. This is exactly what I want with HoN.

Needless to say, this item 'can' make the game more challenging.

Vulpes
12-29-2009, 10:38 AM
If you want a Late Game Heal Item, make it out of Late Game Items (Icon of Goddess, Acolyte's Staff, Blessed Orb, similiar).
I can also make a Damage Item that comes out of Loggers Hatchet + Minor Totems.. and it would be horribly Overpowered.

HamsterXD
12-29-2009, 11:16 AM
If you want a Late Game Heal Item, make it out of Late Game Items (Icon of Goddess, Acolyte's Staff, Blessed Orb, similiar).
I can also make a Damage Item that comes out of Loggers Hatchet + Minor Totems.. and it would be horribly Overpowered.

Wow, although this is a sarcastic reply, i like the idea of adding Icon of the Goddess in it. LOL! thanks for the idea, i will take out the recipe, and add in Icon of the Goddess~

Zarent
12-29-2009, 11:56 AM
Frostfield gives a wholesome of INT, good for INT heroes, and low INT STR heroes, and don't forget the slow aura. You see, all item have their own respective, some with higher damage, some with better stats, all in all, each item have their ups and downs.

This item completely fills any need for Frostfield Plate. Can you honestly tell me that you would ever get it over this item? Intelligence heroes would get this, due to the HP and heal that it gives, and 'low INT STR heroes' would get this due to the mana that it gives, not to mention the fact that it builds out of their early power supply. This item doesn't have any downs to counter its ups.



What I'm proposing here, is a healing item that is meant for LATE GAME push. As you said, Power supply for early game, Astrolabe for mid game, and may i ask about late game? i realise once in late game when every1 has godly items, the team that has more late game hero wins. This makes the game less 'oomph' (easy to say, less challenge)

This item is to TURN THINGS AROUND. Losing can be winning, and winning can me losing, who knows.

With this item, no one can be sure how the game would end. This is exactly what I want with HoN.

Needless to say, this item 'can' make the game more challenging.
Uh.
I'm assuming that you've never heard of what goes on in higher level play. Astrolabe itself turns things around. And no, late game 'when every1 has godly items, the team that has more late game hero wins' - does not happen. At all. Really, each game is made and ended by a team push where AOE is key. This item completely destroys that metagame.

Early and mid game heroes are supposed to die out in effectiveness as the game goes on. With this, they don't. Think about balance. An aoe heal and damage, even for a smaller amount than this gives, would turn the tide of battles even if it gave no other stats.

Simply put - Late game heal items have no place in the game.

Scrap it.

HamsterXD
12-29-2009, 12:08 PM
This item completely fills any need for Frostfield Plate. Can you honestly tell me that you would ever get it over this item? Intelligence heroes would get this, due to the HP and heal that it gives, and 'low INT STR heroes' would get this due to the mana that it gives, not to mention the fact that it builds out of their early power supply. This item doesn't have any downs to counter its ups.


Uh.
I'm assuming that you've never heard of what goes on in higher level play. Astrolabe itself turns things around. And no, late game 'when every1 has godly items, the team that has more late game hero wins' - does not happen. At all. Really, each game is made and ended by a team push where AOE is key. This item completely destroys that metagame.

Early and mid game heroes are supposed to die out in effectiveness as the game goes on. With this, they don't. Think about balance. An aoe heal and damage, even for a smaller amount than this gives, would turn the tide of battles even if it gave no other stats.

Simply put - Late game heal items have no place in the game.

Scrap it.

You have a point.

But still this item is still under suggestion, so you dont have to get all feisty to argue for it to be down =) . As you said, there is too much UPs to counter DOWNs. Give me a negative effect to add in. Should i take away Icon of the Goddess and replace it with the recipe back again?

Also, this item need charges to be at fully powerful. Read the description, i changed it alot since you're last comment. Now each charge will dissipate every 30 seconds, and if the item is used with 15 charges, the cooldown of the item is 60seconds.

People's comment usually leave a scar, but most of em, are suppose to heal quickly =) .

HamsterXD
12-30-2009, 11:31 PM
bump

HamsterXD
12-31-2009, 01:16 AM
bump

HamsterXD
12-31-2009, 07:07 AM
10 more people!! woot!!

Sabre
12-31-2009, 05:22 PM
I actually like it alot as a end-game support item, I just would remove the AoE damage component, as it seems out of place and 'costs' you on the balance scale. Keep the charge mechanism, just remove the damage done in addition to the heal and I think you have a good item here. Very helpful for Plague Rider and Demented Shaman when they get overfed with gold due to their skills accidentally KSing in fights.

HamsterXD
01-01-2010, 01:25 AM
I actually like it alot as a end-game support item, I just would remove the AoE damage component, as it seems out of place and 'costs' you on the balance scale. Keep the charge mechanism, just remove the damage done in addition to the heal and I think you have a good item here. Very helpful for Plague Rider and Demented Shaman when they get overfed with gold due to their skills accidentally KSing in fights.

Thx for the comment.

Well, since everyone says its imbalance and OP due to the damage, i'll take it out

HamsterXD
01-01-2010, 05:06 PM
bump

GGOP
01-02-2010, 12:09 AM
great idea in my opinion.

HamsterXD
01-03-2010, 05:38 AM
bump

CheshireCat
01-03-2010, 06:44 AM
I really like the idea, allows for Supporters who already got Astrolabe and Power Supply to raise their game so to speak

However, the cost is HUGE, especially for a support hero. I personally would replace Icon of the Goddess with Glowstone or maybe Mystic Orb.

So instead of

:PowerSupply: + :Astrolabe: + :IconOfTheGoddess: = 6125

it could be

:PowerSupply: + :Astrolabe: + :Glowstone: = 4900 or something

just my opinion. T-ups for the idea though :)

HamsterXD
01-03-2010, 07:57 AM
I really like the idea, allows for Supporters who already got Astrolabe and Power Supply to raise their game so to speak

However, the cost is HUGE, especially for a support hero. I personally would replace Icon of the Goddess with Glowstone or maybe Mystic Orb.

So instead of

:PowerSupply: + :Astrolabe: + :IconOfTheGoddess: = 6125

it could be

:PowerSupply: + :Astrolabe: + :Glowstone: = 4900 or something

just my opinion. T-ups for the idea though :)

THX for the feedback!

Honestly your opinion is good, but i'll have to see other people's opinion 1st, because this gives a massive heal, and im afraid other people would say it's to cheap.

anyway thx for your feedback, i'll use it if other people says is OP (over priced!, not over powered :D)

F8
01-03-2010, 09:41 AM
Astrolabe is not meant to be used in a recipe. T-Down.

HamsterXD
01-04-2010, 08:39 AM
bump

HamsterXD
01-05-2010, 08:35 PM
bump

HamsterXD
01-06-2010, 06:41 AM
bump

HamsterXD
01-06-2010, 01:16 PM
bump

Captain
01-07-2010, 03:52 AM
too OP heal

Steppelhoff
01-07-2010, 04:33 AM
mispost

Steppelhoff
01-07-2010, 05:02 AM
I personally like the idea to combine strong early items, into something that fits late game. Item would be good for heroes like :deme: :ophe: or any other strong support.

I just don't like Icon of goddess as part of it. It will usually be made as last part of it. And that's why it won't be used much. Let's say, some support hero made :astrolabe: and :powersupply: (boots and maybe bracers i don't count). It usually takes 20-25 min. So now he has choice, either to get 1 by 1 items for icon for 3.300, which don't provide big utility (you live longer - you do support things longer not so big deal :), or to make some usefull items (Stormspirit, Tablet, start to make Kuldra). And I, personally, prefer second. For another 3.300 (big money for support, which has to provide team with wards, dust and such) i will get only +250 unguaranteed heal, and opportunity to slightly slow enemy heroes.
I think Icon of goddess should be replaced with other item, to make it cheaper (maybe it should cause changes of effects this item does).
Good luck, it's really not bad idea. I don't vote now, will see what will be changed.

HamsterXD
01-07-2010, 07:10 AM
it needs sustainer now instead of IotG

HamsterXD
01-09-2010, 05:31 PM
bump

TheWh0
01-10-2010, 09:36 PM
I actually would really like to see this suggestion implemented; sometimes the support heroes in this game tend to get the shaft imo

HamsterXD
01-11-2010, 03:37 AM
exactly, when a game reaches it's 40th minute peak, its hard to come back as a supporter hero

resp
01-16-2010, 09:35 AM
nice imagination there, T-up, awsome suggestion, hope it gets implemented
edit: this would synergize so well with nome's, one heals on your spells, one on their spells. +increased hp healed as the game goes over 35min mark(scaling, lets be frank, what does 3hp/sec and 250heal mean at 2k-3k hp, sure it helps, but ALOT less than midgame)

HamsterXD
01-21-2010, 08:55 AM
removed the damage dealt to enemies, now does slow instead

Jarahkii
01-26-2010, 05:48 PM
dont make it sustainer, there are alrdy like 4 recipes that use sustainer

junglebadger
01-28-2010, 06:35 AM
i like it, the ideas original

HamsterXD
02-03-2010, 01:07 PM
dont make it sustainer, there are alrdy like 4 recipes that use sustainer

True, any suggestions? It used to be Icon of the Goddess, but then it was to OP (overpriced), what should i used then?

volcan33
02-19-2010, 10:34 AM
yammey, seens nice for me, nor OP nor UP

so t -up, gj!

Baer
02-19-2010, 10:37 AM
Yes for all astrolobe recipes

Borkenbaum
02-26-2010, 06:29 AM
I'm not convinced to lose the charges upon death or the fact that you have to build up 15! to get the full bonus out... when does a hero get about 15 charges and is not dead long ago if hes not a already built tank?
This item might be useful at the start wheres much about harassing but, as soon as it's going round killing these charges aren't so useful i think :/

Idea itself to power astro is nice

PS: An idea to get rid of the sustainer and come along with another mana thing could be the 135mana refreshing ring that i forgot the name... this item seems to me like astro-combinable ^^