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Yes
No
Hey people
Here's my new supportive item:
Icon: None yet.
Components:
Refreshing Ornament (603g)
Guardian Ring (175g)
Recipe (80g)
Total: 858 (+80 for a new charge)
Another recipe can be bought to grant a new charge (Giving 2 charges on assembling the item - Maximum of 3 charges).
Stats from components:
+2 Armor (Guardian Ring)
+2 Strength (Refreshing Ornament)
+2 Agility (Refreshing Ornament)
+2 Intelligence (Refreshing Ornament)
+2 Health Regeneration Aura (Refreshing Ornament)
Passive bonus:
+3 Armor
+3 Strength
+3 Agility
+3 Intelligence
+3 Health Regeneration Aura (Doesn't stack with Refreshing Ornament)
Description:
When activated, applies Refreshing to allied hero for 20 seconds.
Item Activation Details:
Target: Allied Heroes
Range: 600
Cooldown: 20 seconds
Charge Cost: 1
Mana Cost: 25
Refreshing Effects:
Grants 50 Non-Combative Health Regeneration for 8 seconds (Healing up to 320 HP).
Also grants +3 armor to both heroes for the 20 seconds duration.
The armor buff will increase to +6 armor for the duration, if the affected allied hero is attacked while the Non-Combative Health Regeneration is on.
Applies Refreshing Immunity for 45 seconds.
Notes:
When attacked, the armor buff still sustains for the rest of the duration.
The Refreshing buff can be applied again after the 45 seconds duration. Meanwhile the target is immune to the buff.
Can't be targeted onto yourself or a target affected by Refreshing Immunity.
Changes:
Made some changes in numbers due to #11's arguments: Reduced the armor buff duration to 20 seconds. Also gave Refreshing Immunity to the item and changed the cooldown from 15 to 20 seconds.Took a look at #18's arguments and changed/added the following: Buffed the Health gained per second to 50 from 40, while adding an On Hit effect when the Health regeneration is running. Also gave an armor buff to the user when using the active ability on the item.
Comments:
This item is made purely for support-styled heroes, which will act as healers for carries or other heroes.
I would suggest that you post some comments to this item before voting "Yes" or "No" in the poll.
//Thuriner
Last edited by Thuriner; 02-23-2012 at 06:03 PM.
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Reserving for comments. **Bump**
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not bad idea and i would actually like that item as i want something like that in game, but imagine setup
zephyr
rhapsody
demented
midas
jeraziah
with 4 refreshing pills (aswell as astrolabe)
seems a bit imba. rather didnt vote.
I could make the item so it won't work with astrolabe etc.
Besides, it's like having supports giving a pot to the carry.
EDIT: Stacking Refreshing Pills won't work on the same target as I wrote this to the item: "The Refreshing buff can be applied again after the 30 seconds duration. Meanwhile the target is immune to the buff."
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Bumping for comments.
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Another bump for the comments
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Bumping another time
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Readjusted some things to the item. Take a look at it.
*BUMP*
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Well... People seems to vote on numbers and won't give a comment to why they vote no :-/
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It seems like an item with some potential, but it seems a lot like a too-powerful healing potion for your team.
The charges are a nice way of regulating it, but the cool down should be pretty long, certainly longer than the effect.
It seems that especially for heroes which farm any reasonable amount, this would be an incredibly powerful item in the early game (think ferrying recipes on the courier) for staying in lane and negating harassment more or less all together. Especially for your lane partner. Pushing strategies would benefit a lot by being able to heal up between creep waves.
Last edited by murrph; 01-10-2012 at 12:48 AM.
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I like the idea.
Does it dispell when target under-effect casts/attacks?
or on taking hits only, ala Health Potion?
Either way, it's a nice nice item to heal-up pre-clash or patch-up post-clash.
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Okay, I like it.
It's basically a non-consumable health-potion with CD.
And it's great because it gives stats, so not a waste of slot.
I like how you can't use it twice on the same hero if he was under the effect for the last 45s. Eveb though the CD is 20s.
Makes you really wanna use it wisely.
great idea, would be pretty cool, would make babysitting carries much easier
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the item shoudl be really capable of healing the hero carrying it. Also increase the heal to 400 HP over 10 seconds. It might sound strong, but if you think about the fact that this item is only viable early game and only makes sense on support heroes, no matter if it is capable of healing the one carrying it or not (carries wont spend about 850g early on for this item, when they can rather go for a lifetube or other items which remain also useful late game), you will recognize it actually makes much more sense. I mean a support does never have sufficent gold in a common game. Why should he ever buy an item with no cc, no mana reg and no survivability early on if it doesnt have very significant advantages that also count for himself?
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*BUMPING*
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