Carry items, protective items, nuking items hmmm i think i missed one category...supporting items!
This time the suggested item is clearly support item called
Sphere of Telepathy
Ring of the Teacher
Aura: +3 armor to 900 aoe
Aura: +0.65 mana regeneration to 900 aoe
Sphere of Telepathy recipe
Sphere of Telepathy
Aura: +5 armor to 900 aoe
Aura: +0.85 mana regeneration to 900 aoe
Telepathy ability (passive)
Whenever an allied hero/yourself has his HP reduced to less than 40% of his max HP, Sphere of Telepathy gets 1 charge.
Total Cost: 3500gSphere of Telepathy with 1 charge:
Aura: +8 armor to 900 aoe
Aura: +0.90 mana regeneration to 900 aoe
Aura: +6 Movement Speed
Sphere of Telepathy with 2 charges:
Aura: +11 armor to 900 aoe
Aura: +1.00 mana regeneration to 900 aoe
Aura: +12 Movement Speed
Sphere of Telepathy with 3 charges:
Aura: +14 armor to 900 aoe
Aura: +1.10 mana regeneration to 900 aoe
Aura: +18 Movement Speed
Sphere of Telepathy with 4 charges:
Aura: +16 armor to 900 aoe
Aura: +1.20 mana regeneration to 900 aoe
Aura: +24 Movement Speed
Sphere of Telepathy with 5 charges:
Aura: +20 armor to 900 aoe
Aura: +1.30 mana regeneration to 900 aoe
Aura: +30 Movement Speed
The charges on Sphere of Telepathy last as long as the the hero (that triggered the charge) is below 40% -even dead-
You got Demented Shaman, and in your team the battle is initating always by your ally, Behemoth. A few seconds before he initiates you put Telepathy on him. He blinks in, casts his spells but he is taking heavy damage. He lost about 70% of his life. For the remaining seconds of the buff on him, your Sphere of Telepathy gives the effects of 2 charges (see above the table). When the buff time passes, the charges are gone and it's effects are the one without charges. (giving the fact that behemoth still had 30% life and he didnt lost more than 90% or was healed for more than 10%, in fewer word his HP remained the same)
The team battle starts, and things went bad from the start. The enemy Magmus and Behemoth dropped 3/5 mates' life almost to 0. What now? try to stay and hope to help the almost dead, while risking to die along with them and make things worse? Or ran away abandon them to die there and hope they will spawn before the enemies reach the base? I'm pretty sure this dilemma has crossed everyone's mind in some game. Sphere of Telepathy helps you get out of this dilemma. Now you can help your dying allies (or at least give the a better chance of escaping), by getting this item and staying in the safe range of 800-900.
Aim of the item:
It's an item that will be used on many support heroes or tank heroes to help their team. It can give some defensive bonuses and bonus ms when your team gets pawned, and the more teammates are close to death, the the more bonuses it grants. It's a defensive item that can be utilised to an offensive attempt too. How's that? Well it doesn't actually help the offense, but works as a backup plan if the offense plan fails miserably. The bearer of the item will likely draw the focus fire from the enemy team, so buying this on a tank hero (apart from increasing your tanking abilities a bit) helps you tank more efficiently.
Checks on Price, Power, Synergies
The individual passive bonuses are really low for this price. The aura effects make up for the cost though, that's what makes it a teamplay item by the way.
Hmm, 20 bonus armor for the whole team? Sounds a bit much doesn't it? The circumstances that is applied aren't good, in fact they are really bad. All allied heroes below 40% is on the virge of annihilation. And remember, if the bearer dies the effect is gone. It's good way to draw aggro to your support hero and let the carry slash for a bit longer.
Also a maximum of 30 ms on the 5h charge, isn't that much? even 5 more ms are able to make a melee hero never catch up with his prey (the prey has the 5 more ms obviously). Actually even having the same ms, results in an endless chase, unless....the chaser casts a spell! Same thing applies here, every single disable is a counter to that MS bonus. And disable spells aren't few.**
What can i say.. I believe it requires effort to find a game where a support hero would waste his gold by buying this item. It can work well with almost every supportive hero. It can work with the rest too, but it's not cost-efficient.
**Of course i'm not the balancing god, and some things may not be exactly as I say. But, balancing comes in numbers and numbers can always be tweaked. If the idea can be somehow be balanced i think I've these arguments prove it to be.
-Of course multiple times of this item wont stack together. The higest lvl item (meaning charges) will has its auras in effect if more than 1 heroes have this item.
-If the owner dies, the charges still remain, but since the item isn't there it has no effect.When the hero spawn since it has full HP, the charge is removed.
I could list some heroes, but there is another shorter way.
ANY hero could get this item. You can even buy it on a carry, even though it wont be preferable, but it WILL STILL be useful.
Vote the idea not the numbers, thanks!
-Edited some spelling mistakes, pointed out by Elementuser
-Changed from active to passive. Added 2 more charges. Reworked the bonuses. (17/09/09)
-Removed cooldown as it was changed to passive 01/10/09
i like it ... would be usefull first i thought wow big ms ... but then only for 30secs so its kinda fair
one of your best items !
this will rock
in mnay support and not only. My Ophelia would play with it
Interesting aura effects, it would be the 1st with ms bonus that doesnt involve boots.
Far too confusing of an effect and combines random items. You're 2/3's of the way to a triad, why get something weaker?
Also, it just doesn't make sense. You get move speed as they take damage? So... this is for running away yourself? But it's an aura, so if they're running that means you lost the battle. And you get extra mana regeneration thrown in. But only when someone's hurt 30%+, which is pretty much only during a battle, which is pretty much entirely useless and just another confusing aspect.
Definitely a no.
Why is the recipe & the name in the middle of the thread "Sphere of Reflection", not "Sphere of Telepathy" like you said it was in the title? :/
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Look for my highlighted text (important information) and grey text (interesting but not required information).
I like it, it gives support heroes who have some money something to buy other then a sac stone to take care of their mana/hp needs.
ofc they would be random items, but the effects are according to the items combined.
Battle starts , you put the buff to someone that's taking dmg, as he takes dmg his armor and speed increase (cause of your aura) so he can retreat momentarily and his taking less dmg cos of the armor increase. If his HP is still going down, he gets more armor and more ms to walk away if needed.
You got me! :P
Well when starting the thread my mind had some ideas fighting each other, the two that prevailed were Sphere of Reflection and Sphere of Telepathy as a name.
How do i come up with the names? I'm trying to think of a background story (even if hon doesnt have such in items)
Reflection's story was something like: "Target's pain, reflects to his allies, raging them and giving them more lust for victory"
Telepathy's story was something like: "Target's is communicating va Telepathy with his allies. The pain of the target makes his allies determined to win and encourages them to act.
I ended up with the Telepathy concept, but as you saw in the middle of the writing the Reflection idea poped up unconciously. :P
Anyway , fixed now
the +1.00 mana regen aura isn't going to do much over the +0.85 aura. over the total duration of 30 seconds you would only get additional 4.5 mana which is hilariously insignificant
Mana regen even that much is useful, if it's too high it gets into OP issues, so keep it like that.
Work on your layout, your items are often good but it's really annoying to read them.
I rather think this item should be something more along the lines of "Sphere of Desperate Escapes" than anything. It doesn't really promote cooperation or clever teamwork.
I like the idea of an item activating benefits for when you are at low hitpoints but I don't particularly like how this item works. Its an activated ability that works best when cast on an ally of low health, which pumps the -aura- of this item. But it could be any low-hitpoint ally, a creep, or even yourself. The buff lasts 30 seconds which likely favors a precast but its capped at 3 charges which you could get from any one unit; the cooldown of the item (which I have to guess at, I couldn't find a number) would be the difference between hoping that one target ALMOST dies (but not completely dies) or allow you to precast on half your team + one creep to max out the 3 charges more consistently. The targeting/charges mechanic is mostly pointless.
An aura which grants additional armor/movement speed based on current health/max health would be just as effective.
Give some sort of better scaling that makes the precast much better. Maybe make this item benefit wolf-packing where you gain better benefits as long as you are near units with the item's buff, which you'd have to upkeep by casting on everyone.
Last edited by Medieve; 09-08-2009 at 08:02 PM.
-Cooperation cant change the fact that someone's losing hp, even if you heal and buff, there are no battles that every team escapes/wins with full hp.(if you win and all heroes have still full hp then you dont need many items anyway)
It's an item that's designed to turn the tables i suppose, to help the rest of the team when someone losing hp dramatically.
I admit you got a point that you must not hope your ally to lose that much hp to get max bonuses.