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View Full Version : Soul stone



Luka
03-22-2010, 03:09 AM
Ingredients:



http://www.heroesofnewerth.com/images/items/Item_CrushingClaws.jpg
Crushing Claws - 150g

+

http://www.heroesofnewerth.com/images/items/Item_MarkOfTheNovice.jpg
Mark Of The Novice - 150g

+

http://dota.replays.hu/images/icons/BTNScrollUber.gif
Recipe - 150g

=

http://www.swordnoxx.de/WOW/SoulStone.png
Soul Stone (450g)

+3 Intelligence
+3 Strength
Passive: Upon your heroes death, 1 charge is added to this item; this effect may not occur more than once every 2 minutes.

For Every charge gained, the Item will grant the bearer an additional +2 Strength and +1 Intelligence, stacking to a maximum of 4 charges.

EDIT: Deaths from neutral creep spawns and kongor will not add to charges.

UNABLE TO SELL ITEM

Use:
For alot of novice players that have just started their venture into the genre of this game, it can be quite daunting when your character dies, and all you get is a negative response from your team and a whack to your gold supply.

Soul Stone will allow a player to slow down the massive snowball, that can occur when you die to the wrong heroes (such as :chro:/:scou:), by giving a slight advantage to your health and mana pool upon death.

Pro:
Inexpensive (able to purchase this item + Rune Of Blight/Health Potion at the start of the game).

New player friendly.

Allows you to make a comeback in an aggressive game

Participating in a clash, will reward you with longevity (providing you die).

Con:
Will only stack 4 times.

Unable to sell Item.

Relies on the death of your hero.

Remember: Vote on concepts, not figures.

Izual
03-22-2010, 03:39 AM
Though your intent is noble, this will only cause me to tower dive pre creep spawn more >.>

LuckyStar
03-22-2010, 03:44 AM
I can only see people getting this item when they have a low morale for themselves... which isn't very good. I don't like the idea of an item that you only get if you're noob. Although it's the safe way to play, it won't improve your play at all in the long run, and only forces the bad habit of getting this item. Spending your gold on any item worth more than 300 is a bad habit to make anyway for your starting items... unless you're swiftblade.

Mewtwo
05-31-2010, 09:51 PM
Buy item, rush kongor. die, respawn +stats, run to lane?

Johnson
06-13-2010, 10:07 PM
Buy item, rush kongor. die, respawn +stats, run to lane?

Only gains charges once the creeps spawn (not hard to figure a solution to that one.)

SkryZer
06-22-2010, 04:09 AM
Noobs will not buy this item.

Why waste 450 gold on +3 strength and int, when i can get +50 move speed...

Huurdurr +50 is more than +3

Feldsalat
06-22-2010, 06:20 AM
I can only see people getting this item when they have a low morale for themselves... which isn't very good. I don't like the idea of an item that you only get if you're noob. Although it's the safe way to play, it won't improve your play at all in the long run, and only forces the bad habit of getting this item. Spending your gold on any item worth more than 300 is a bad habit to make anyway for your starting items... unless you're swiftblade.

I think you're wrong... this item is realy powerful and perfekt for support heroes.
It gives 11 str and 7 int in total for 450 gold thats 25 g per stat point! Only totems are better!
As support you'll die 4 times thats shure.
Compared to 2 bracers for 1020 gold you have 1 str less 1 int more (agi is complete unneccesarry for supports) and 520 gold for which you could buy nearly 3 stacks of wards.
If that item would be implemented it would be seen on mostly every support hero in serious games in pubs it would never be seen.

digerydoo
06-22-2010, 02:02 PM
I see this as a great item for beginners, but people will use this to stack stats early on ... Kongor killing them early to pad their stats could be really bad.

If it could be limited somehow, I think this could be really beneficial.

Luka
06-25-2010, 11:50 PM
I see this as a great item for beginners, but people will use this to stack stats early on ... Kongor killing them early to pad their stats could be really bad.

If it could be limited somehow, I think this could be really beneficial.

yeah, I've changed the tooltip for the Item a little so you cannot gain charges from kongor or neutral creeps

mep
06-26-2010, 12:14 AM
Encouraging new players to feed the other team... interesting...

Heavenlapse
06-26-2010, 01:55 AM
No, no, no.

CallofDuty5
06-26-2010, 02:35 AM
No, no, no.

Derenger
06-28-2010, 09:58 PM
Promoting a players death is never a good idea.

Luka
07-15-2010, 08:31 AM
Promoting a players death is never a good idea.

Promoting allies to engage in team fights where they might die, but the team will win, is a good idea.

Stackz
07-24-2010, 11:22 AM
good for heroes like glacius and plague wich keep on dieing even if they are playing goddly

Slayernight
07-24-2010, 01:10 PM
This is a good concept.
This item would be picked by player who actually knows they are likely to die, good or not. Will be part of core on a lot of INT supports and maybe on some initiators, when they feel their allies have a lack of guts. The only tweak I would do is to make charges fade over time, like every 10 minutes, you lose 1 charge. That would make the item buyable even mid game, as you would lose your charges anyway.

Really good concept, +1.

JasperSnail
10-17-2010, 09:01 PM
I'd rather buy first part of my Tablet tyvm. =]

bolonypony
10-31-2010, 10:40 PM
I could see this fairly well with glacius and DS, possibly some others who tend to die defending others, andro maybe?

Not a bad suggestion, anything that focuses on support is a good thing. Always be thinkin'

RUSty_
11-05-2010, 08:01 PM
An item that promotes feeding? Bad concept bro. It's current version will not be implemented nor will anyone buy it. I would scrap this idea altogether.

Poopship
11-12-2010, 10:19 PM
Bad idea is bad