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Thread: Utility Belt! [First draft] - version 1.1

View Poll Results: Would you like to see this item ingame?

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  • Yes, please!

    5 62.50%
  • No.

    3 37.50%
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  1. #1
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    Utility Belt! [First draft] - version 1.1


    150g
    +

    150g
    +

    150g
    +

    150g
    =
    _ _ __________________________________________ _ _
    Utility Belt!

    600g

    _____

    3 Strength
    3 Health Regen
    _____

    4 Inteligence
    55% Mana Regen
    _____

    5 Agility
    10 attack speed
    3 damage
    _____

    10 movespeed
    1 Strength
    1 Inteligence
    1 Agility
    _____

    13 damage (Melee)
    10 (Range)


    Activating the Utility Belt gives 5 seconds where you can switch between the different boosts. After the 5 seconds, the current boosts will stay till the cooldown is gone, and a new boost may be chosen.

    Only one such bonus
    may be active at a time.

    This item cannot be stacked with itself.

    Activation/Cycling cooldown: 5 seconds

    _ ______________________________ _

    Version 1.2


    Thoughts:

    I was thinking an starting item with as much utility as possible, without being overpowered.

    Lots and lots of different numbers and such in there, so i added that this is only the first draft.

    Would love for any feedback.

    I intentionally didn't add a poll yet.
    Last edited by Connect; 11-25-2011 at 07:24 PM.

  2. #2
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    Don't forget to add a poll. It's under Thread tools.

    Anyway, I like the concept of something cheap to add some reasonable stats. I would bump up the health/str one probably by 2-3 each due to those being pretty low compared to the others (so it'd be like, +5 Str +3-4 Regen or something similar) and I'd also bump up the Int one (probably add like, +5 cast speed and an additional 1-2 int as that would work REALLY well for support and they don't have a lot of sources of cast speed.)

    The neutral one is decent mostly due to the movement speed bonus ( and would both pick this up as it gives stats AND some bonus move speed something both of them need early) but it couldn't hurt to have it give +2 as you're spending 600~ gold on it, but not getting all the stats the base components provide (though you're getting movement speed instead so it's not a bad swap).

    The damage isn't really all that strong, but maybe if you bumped it up and it only affected either a.)Certain targets or b.) it had a limited, but stronger, effect kind of like MoA's mag gun it could be worthwhile. Problem the damage one has is that it's more expensive than a punch dagger, but it doesn't build into anything and it's only a tiny bit better.
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  3. #3
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    Quote Originally Posted by Rosgath View Post
    Don't forget to add a poll. It's under Thread tools.

    Anyway, I like the concept of something cheap to add some reasonable stats. I would bump up the health/str one probably by 2-3 each due to those being pretty low compared to the others (so it'd be like, +5 Str +3-4 Regen or something similar) and I'd also bump up the Int one (probably add like, +5 cast speed and an additional 1-2 int as that would work REALLY well for support and they don't have a lot of sources of cast speed.)

    The neutral one is decent mostly due to the movement speed bonus ( and would both pick this up as it gives stats AND some bonus move speed something both of them need early) but it couldn't hurt to have it give +2 as you're spending 600~ gold on it, but not getting all the stats the base components provide (though you're getting movement speed instead so it's not a bad swap).

    The damage isn't really all that strong, but maybe if you bumped it up and it only affected either a.)Certain targets or b.) it had a limited, but stronger, effect kind of like MoA's mag gun it could be worthwhile. Problem the damage one has is that it's more expensive than a punch dagger, but it doesn't build into anything and it's only a tiny bit better.
    Thanks for the nice feedback! Good insight!

    I'll wait till a couple other people have given some too, before changing anything.

    On another note. I think 3-4 HP regen would be too much? Considering a lifetube costs 875, and gives 5 hp regen, and no stats? What do you think?

    And the damage one I'm not sure about. Could be alot of early damage.. I guess if you added a difference between melee and range you could change it to something slightly higher.

    Anyway, I'll change it when some more joins the discussion, and thanks again for your feedback!

  4. #4
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    Quote Originally Posted by Connect View Post
    Thanks for the nice feedback! Good insight!

    I'll wait till a couple other people have given some too, before changing anything.

    On another note. I think 3-4 HP regen would be too much? Considering a lifetube costs 875, and gives 5 hp regen, and no stats? What do you think?

    And the damage one I'm not sure about. Could be alot of early damage.. I guess if you added a difference between melee and range you could change it to something slightly higher.

    Anyway, I'll change it when some more joins the discussion, and thanks again for your feedback!
    You're right in that 4 would probably be too much, but remember that Trinket of Restoration gives 2 health regen for 350 gold. 3 Wouldn't be too bad and once again, unlike lifetube or Trinket, this item does NOT build into anything later, so 3 health regen + a small amount of Strength isn't really too extreme.
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  5. #5
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    Quote Originally Posted by Rosgath View Post
    You're right in that 4 would probably be too much, but remember that Trinket of Restoration gives 2 health regen for 350 gold. 3 Wouldn't be too bad and once again, unlike lifetube or Trinket, this item does NOT build into anything later, so 3 health regen + a small amount of Strength isn't really too extreme.
    Very true.. And this item does loose effectiveness somewhat quick.

  6. #6
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    The 10 damage mode seems pretty bad/unnecessary, I mean a punchdagger costs 500g and provides 9 damage, and having more modes on an item with a 5 second CD between cycling through the modes doesn't seem like a too good idea.

    I'd probably change it so that the agi mode also includes the 15 MS (maybe reduce it to 10 though), and remove the other two effects from the agi mode.

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  7. #7
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    Quote Originally Posted by Skyve View Post
    The 10 damage mode seems pretty bad/unnecessary, I mean a punchdagger costs 500g and provides 9 damage, and having more modes on an item with a 5 second CD between cycling through the modes doesn't seem like a too good idea.

    I'd probably change it so that the agi mode also includes the 15 MS (maybe reduce it to 10 though), and remove the other two effects from the agi mode.
    I would really like to keep the damage, damage only.. Sort of like a "You get nice last hit damage and easy ck's, but you leave yourself open and soft".

    Maybe i should change it to 20 damage? Would be a somewhat fair trade i think. What do you think?

  8. #8
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    12 damage seems more appropriate imo.

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  9. #9
    I love this item, and i think you should incorporate it into an upgradable lategame version. That would be almost godlike and i would love to help you design it for a split portion of a possibly boss item's credit .

    The tweaks i want to tell you about mainly though are:
    +3 str/ 3 hp regen

    +3 int/ +60% mana regen

    +3 agility/ + 3 damage/ +8 attack speed

    +15 movespeed/ +2 to all stats

    +13 damage

    and then upgradable using possibly a blessed orb, gloves of the swift and punch dagger, to give something absolutely awesome and variable for late game. Also change the switch speed to 0 cast time and 0 cd but put it on a 3 second cooldown if you have taken damage. Love this item, those were my 2 cents. I would love feedback on my link in my signature to the Storm maul, and my assassins shroud. Ty!
    Check out my Storm Maul. New item that combines Thunder Claw and Brutalizer!: http://forums.heroesofnewerth.com/sh...d.php?t=295859

  10. #10
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    I kinda would like it if it gave +3 all stats as a base, and then you make it toggle-able between different bonus abilities (regen/damage/ms/damage block?)

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  11. #11
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    Quote Originally Posted by Connect View Post
    I would really like to keep the damage, damage only.. Sort of like a "You get nice last hit damage and easy ck's, but you leave yourself open and soft".

    Maybe i should change it to 20 damage? Would be a somewhat fair trade i think. What do you think?
    Actually, this isn't a bad idea, but 20 damage for only 600 gold would pretty much make this item replace a hatchet. Why not make it increase the damage you deal by 20, but you also TAKE 10 additional damage from enemy attacks as well? 20 damage is just too much for only 600 gold, but with a drawback on it as well. . . This way you do still leave yourself exposed, but you also get a strong boost for last hitting and when it proves too much damage, you can swap it out to the str effect to regen a bit faster.

    Also, 5 seconds is probably a little long on swapping considering you have 5 modes. You should probably reduce it to 3 seconds.
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  12. #12
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    Changed some stuff.

    Made it so when you activate it you got 5 seconds to find the mode you want.

    Changed some stats.

    1.1 from this post and down! 1.1 from this post and down! 1.1 from this post and down!
    Last edited by Connect; 10-02-2011 at 05:30 PM.

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  15. #15
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    Added poll!

  16. #16
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    agility boost sucks... Soulcream is better... anyway good item

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  17. #17
    I voted no.

    I like the idea for the item and I would love to use it, as I'm sure many people would, but it would replace one of the current early game items in a build:

    mana battery, chalice, homecoming stone, pots/blights, logger's axe, buckler, wards

    I'm not a fan of leaving an item by the wayside to implement a new one in it's place.

    I would also like to say that the purple and yellow boosts are too strong. I would love to use this myself, constantly on yellow mode. I would always get it right after my boots.

  18. #18
    The movespeed and range increases basically make the item op. Hope to never see such an item ingame. Specially for melee it offers some pretty crazy stuff. The problem of an item called "utility belt" its wel its high utility.

    For example for a melee it offers superior last hits (17 dmg wtf even bosted by range),Hp regen(3 .. rly? that itself is better then 350 worth of an item in Trinket of restoration) Those two boosts stand out the most with the other ones being rather useless. Also 5 sec cd is a bit short no?

    While not being a metematican i find a 5 sec cycling window after activation and 5 sec cooldown to sound a bit wierd? lol

    The only think balancing the item a bit might me its relative uselessness later on.
    Suprised ...

  19. #19
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    Quote Originally Posted by Omega View Post
    I voted no.

    I like the idea for the item and I would love to use it, as I'm sure many people would, but it would replace one of the current early game items in a build:

    mana battery, chalice, homecoming stone, pots/blights, logger's axe, buckler, wards

    I'm not a fan of leaving an item by the wayside to implement a new one in it's place.

    I would also like to say that the purple and yellow boosts are too strong. I would love to use this myself, constantly on yellow mode. I would always get it right after my boots.
    Quote Originally Posted by platonicx View Post
    The movespeed and range increases basically make the item op. Hope to never see such an item ingame. Specially for melee it offers some pretty crazy stuff. The problem of an item called "utility belt" its wel its high utility.

    For example for a melee it offers superior last hits (17 dmg wtf even bosted by range),Hp regen(3 .. rly? that itself is better then 350 worth of an item in Trinket of restoration) Those two boosts stand out the most with the other ones being rather useless. Also 5 sec cd is a bit short no?

    While not being a metematican i find a 5 sec cycling window after activation and 5 sec cooldown to sound a bit wierd? lol

    The only think balancing the item a bit might me its relative uselessness later on.
    These are all numbers boys. Those can easily be changed. You're suppose to look at the idea!

  20. #20
    i Voted yes because i do think this idea can be viable, But i do think 2 modes need to be changed . 1 The Agility mode, as it is currently Weaker than a soulscream and it costs more. And 2. The damage mode, 17 damage is too high (an 18 damage item costs 1200 gold to put it in perspective) but something like 12 damage is fine

    To add on that with the agility make sure you dont buff the agility
    You should slightly buff the attack speed IMO, to something like 15.
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