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View Full Version : Nullifier (Null Stone remake + Extension) [Reworked!]



Zaphhey
04-02-2010, 09:17 PM
(This is my first item suggestion)
CHANGELOG:
Sometime late March: Made this thread
Sometime early April: Fixed some confusing spots I noticed
4/5/10 7:40 pm EST: Reworked to reflect a new concept


Nullifier

The new and improved Nullifier is now a modified :Nullstone: with extensions! I won't bore you with walls of text, so I'll get right to it:

:MajorTotem: Major Totem (540g)

:Sustainer: Sustainer (1,750g)

Recipe (1000g)

=

:Nullstone: Nullifier (1) (3,290g)

+ 8 Intelligence
+ 8 Strength
+ 8 Agility
+ 8 Health Regen
+ 130% Mana Regen

Passive Ability: Blocks all non-damage portions of a debuff and applies Null Shield to self for three (3) seconds

Null Shield Effects: Immune to non-damage portions of debuffs

Cooldown: 30 seconds

Note: Being hit with a debuff during the cooldown will shorten the cooldown by five (5) seconds)

UPGRADE: + Recipe (1000g)

=

:Nullstone: Nullifier(2) (4,290g)

+ 12 Intelligence
+ 12 Strength
+ 12 Agility
+ 10 Health Regen
+ 170% Mana Regen

Passive Ability: Blocks a stun and/or the non-damage portion of a debuff (if they impact simultaneously) and applies Power Shield to self for three (3) seconds.

Power Shield Effects: Immune to stuns and non-damage portions of debuffs

Cooldown: 25 seconds

Note: Being hit with a debuff during the cooldown will shorten the cooldown by five (5) seconds)

UPGRADE: + Recipe (1000g)

=

:Nullstone: Nullifier(3) (5,290g)

+ 16 Intelligence
+ 16 Strength
+ 16 Agility
+ 12 Health Regen
+ 210% Mana Regen

Passive Ability: Blocks the effect, including damage, of one magical ability and/or stun and/or non damage portions of one debuff (if occurring simultaneously) and applies Force Field to self for three (3) seconds

Force Field Effects: Blocks all portions of debuffs and stuns. Has a 25% chance to block the full effect of any magical skill.

Cooldown: 20 seconds

Note: Being hit with a debuff during the cooldown will shorten the cooldown by five (5) seconds)

Other notes:
-Superior magic and physical impacts not blocked.
-Cooldown will not start until after immunty period.
-For spells like static grip and tongue tied, the damage will occur if the target stays in range of the spell, but the immobilize is blocked.
-WILL block Shieldbreaker, Harkon's blade, and other similar attack modifiers.
-Being hit with the previously stated items will count towards cooldown reduction, only once per 3 hits though.

I used the Null Stone recipe as a basis for the Nullifier.
I decided that the Null Stone, as it is now, is way to situational and players may not feel the need for having just the ability to block one magical attack.
So, I tiered out the Null Stone so that players could buy up to what he/she needs, and I added some new effects.

Why Is this thing needed?

-This item is mainly intended for those people that need the some of the effects of :Nullstone:, :ShrunkenHead:, and :VoidTalisman: but not all of them at one time.
-Mainly, I guess tanks, some Int heroes, and support heroes would be using this item.
-Still, this item would be situational

Please comment (especially so if you voted no) and provide feedback on the numbers and/or ingredients. Thanks!

Zaphhey
04-04-2010, 01:06 AM
Bump. Please post if you voted or are about to vote, I would really appreciate the feedback.

SLASHER`
04-04-2010, 02:23 AM
Interesting. It's clear that they've been trying to make nullstone more viable. Maybe ur on to something. What if something similar to this could be upgraded to nullstone. Ifind this too similar to nullstone to be a standalone item but I really like theidea behind this, especially if it could go into nullstone.

Zaphhey
04-05-2010, 12:27 AM
Interesting. It's clear that they've been trying to make nullstone more viable. Maybe ur on to something. What if something similar to this could be upgraded to nullstone. Ifind this too similar to nullstone to be a standalone item but I really like theidea behind this, especially if it could go into nullstone.

I was actually thinking of doing that, and thanks for the feed back. I'll get onto it once I'm free tomorrow.

yyr_
04-05-2010, 02:07 AM
I like the ideas, ill keep an eye on this thread :D

Zaphhey
04-05-2010, 08:02 PM
Reworked and changelog added. Please vote and comment!

pandasgotgun
04-12-2010, 04:09 PM
way more useful than the currently implemented null stone i like it.

docterj208
04-13-2010, 10:30 AM
I like this idea as it makes null stone an upgradable item.

However, I would focus mostly on null stone properties and not try to create your own item (no 3 second immunity)

Grigden
04-13-2010, 07:01 PM
i like the idea of this item, but i imagine complicated results when it interacts with certain complex spell effects

Anizer1
04-14-2010, 11:35 AM
Might as well get this http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg

pandasgotgun
04-14-2010, 04:43 PM
Might as well get this http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
high cooldown and the stat gain is not that great.

if your getting most of the items to make nullstone makes even more sense to build it because your saving money by not buying a shrunken head that takes items to build your probably not even going to get and gives crap passive stats.

shrunken head is activated lights you up like a christmastree and makes you magic immune unless purged. they can count 10 seconds or less and then nuke the **** out of you because they know you got a long time before you can use it again.

nullstone automatically causes enemy to waste a skill and mana on you that never works. equiped on vindi they waste a skill and mana and then are auto silenced by your aura.

actually instead of the 3 second power sheild what would really make this item see game usage and i think gain popularity is if instead of simply spells that hit you are nullified if a spell in area around you was nullified via an aura. would then have the first item that actually counters annoying blinks and invisibility and other oh **** im about to get raped escape spells. also be great if they are chasing after you or your teamates with these spells.

so for a balancer of this idea make the aura apply to everything around you and when an enemy casts a spell if they have your aura on them it is canceled and if your teamates have the aura on them and the enemy does not and they cast on your teamate the spell still casts and then your teamate gains the nullification of the spell but if the spell also hits a teamate that does not have the aura on them they still get hit. make the aura range fairly short so that it is not too op and would require alot of thought into positioning of yourself the enemy and your teamates to see full potential. otherwise you just have the item that works like normal with the added benefit of if your teamates notice it they might crowd around you from time to time or your enemies might notice and not crawl up your ass. due to the range being short if your teamates do indeed crowd they can still be severely punished if a superior magic ultimate like tempest and plague comes along and rapes your whole team with one shot.