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Click here to go to the first staff post in this thread. Thread: Organic armour

View Poll Results: Over Powered?

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  • Put it in the game!!!

    3 60.00%
  • OP OP OP OP OP OP

    2 40.00%
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  1. #1
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    Lightbulb Organic armour

    ORGANIC ARMOUR

    PASSIVE BONUS

    +10 Strength
    +10 Intelligence
    +10 Agility
    +10 Magic Armour
    +10 Armour
    +10 Health Regen

    AURA ALLIES
    +5 Armour
    +2.5 Magic Resist

    AURA ENEMIES
    -5 Armour
    -25 Attack speed

    DESCRIPTION
    Passively gains +1 to Armour, Magic Armour and Health Regen for every 3.4% health missing to a maximum of 15 Armour, Magic Armour and Health Regen.


    COST= 8000
    SHAMANS HEADDRESS = 2050
    SOUL’S BULWARK = 2000
    PLATE MAIL = 1400
    BLESSED ORB = 2100
    RECIPE = 450
    Last edited by protos113; 06-14-2012 at 02:07 AM. Reason: Changing from Basic to Recipe
    Though we strike at you from the shadows, do not think that we lack the courage to fight in the light

  2. #2
    Honestly to the other armor you created I think this one is 200% more balanced, maybe you'll need a bit advice or critism from other people but going into the right direction!
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    Item suggestion Need critism -> here

  3. #3
    yea this is like hood, plate, breasplate in one, so you can then get 2 other items instead. No, no, no.

  4. #4
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    Just being able to combine all those items into 1 slot makes it worth the 8k. NJ!
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  5. #5
    One of the problem's when you're a tank who is farmed (Zephyr, Ra, Armadon coming to mind) is you running out of spots to become super-tanky, which is a good thing. So this gets a no from me.

  6. #6
    im looking at the armor stats and does this mean it will be 10(passive)+5(aura)+1-15(depending on hp%)=16-30 ?

    this would be a item that needs to be picked up every single game by the tank of the game, i really think if you have a farming tank like lateralus says, the team will have an insane advantage.

    as well as the problem of as that some hero's just get WAY TO TANKY.

    i think the armor items are fine as they are and since the average game is dropping to around 30 minuts atm, this would be youre only item (BORING).

    i like the idea of an armor that gets better the lower youre hp gets, try to do something with this instead of combining all these items.

  7. #7
    8k, Totaly worth the buy. Except the Passive +15 magic armor, Thats a bit overpowered.

  8. #8
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    You basically made this item do A LOT of the same things Daemonic Breatplate and Barrier Idol have on a single item (saving item slots), but with lots of bonuses on top.

    And items shouldn't break a certain gold mark. Heroes are ment to be tiered out at some point. There's an item slot limit for a reason, making items like these severely diminishes the value of that.

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  9. #9
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    Quote Originally Posted by _Lateralus_ View Post
    One of the problem's when you're a tank who is farmed (Zephyr, Ra, Armadon coming to mind) is you running out of spots to become super-tanky, which is a good thing. So this gets a no from me.
    1st of all Zepher is not tank hes damage
    2nd this does make the tanks better but they have to lose health to a certain point to get the bonuses
    3rd Y U TARGET TANK???????? if the tank isn't targeted this wont have the good potential as other items

    4th to point out to other people yes it might seem OP to the agility and intelligence players due to the armor and magic resist but there is ONLY 3 magic resist items that grant +10 this is only gets +15 wen there at 50% hp so i ask again Y U TARGET TANK??????
    and stop looking at this though your carry's eyes and take a look through the tanks eyes for some time it's not OP it's right on the money
    so if you look at the items i wanted to incorporate some items that didn't have alot of upgrades like plate mail and soul's so its quite even for people who play tanks or tanks in general like: and so on
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  10.   This is the last staff post in this thread.   #10
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    Quote Originally Posted by protos113 View Post
    1st of all Zepher is not tank hes damage
    2nd this does make the tanks better but they have to lose health to a certain point to get the bonuses
    3rd Y U TARGET TANK???????? if the tank isn't targeted this wont have the good potential as other items

    4th to point out to other people yes it might seem OP to the agility and intelligence players due to the armor and magic resist but there is ONLY 3 magic resist items that grant +10 this is only gets +15 wen there at 50% hp so i ask again Y U TARGET TANK??????
    and stop looking at this though your carry's eyes and take a look through the tanks eyes for some time it's not OP it's right on the money
    so if you look at the items i wanted to incorporate some items that didn't have alot of upgrades like plate mail and soul's so its quite even for people who play tanks or tanks in general like: and so on
    If I understand correctly, the passive (10/10) plus aura (5/2.5) plus charge mechanic (15/15) gives a total of +30 physical armor and +27.5 magic armor. This will give the bearer over 70% physical resist and 66% magic resist by the time they hit 50% health. Combine that with the +25 hp/sec regen this item gives and they would have to take 75 damage per second, every second, simply to break even. A hero with only 2000 health taking a whopping 200 damage per second would take over 30 seconds to kill. And that doesn't even include a single other item.

    I really like the idea of scaling armor. That is a creative concept that isn't currently seen anywhere in the game. Unfortunately, as Skyve mentioned, this particular suggestion simply contains too much for one item slot to be considered, and even then the numbers are not feasible given the balance direction we are trying to take.

    Hope you understand. =)
    Last edited by MacroHard; 06-27-2012 at 07:27 PM.

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  11. #11
    Quote Originally Posted by MacroHard View Post
    If I understand correctly, the passive (10/10) plus aura (5/2.5) plus charge mechanic (15/15) gives a total of +30 physical armor and +27.5 magic armor. This will give the bearer over 70% physical resist and 66% magic resist by the time they hit 50% health. Combine that with the +25 hp/sec regen this item gives and they would have to take 75 damage per second, every second, simply to break even. A hero with only 2000 health taking a whopping 200 damage per second would take over 30 seconds to kill. And that doesn't even include a single other item.

    I really like the idea of scaling armor. That is a creative concept that isn't currently seen anywhere in the game. Unfortunately, as Skyve mentioned, this particular suggestion simply contains too much for one item slot to be considered, and even then the numbers are not feasible given the balance direction we are trying to take.

    Hope you understand. =)
    the nice way of saying this is a really bad idea

  12. #12
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    Quote Originally Posted by MacroHard View Post
    If I understand correctly, the passive (10/10) plus aura (5/2.5) plus charge mechanic (15/15) gives a total of +30 physical armor and +27.5 magic armor. This will give the bearer over 70% physical resist and 66% magic resist by the time they hit 50% health. Combine that with the +25 hp/sec regen this item gives and they would have to take 75 damage per second, every second, simply to break even. A hero with only 2000 health taking a whopping 200 damage per second would take over 30 seconds to kill. And that doesn't even include a single other item.
    i think u got it wrong I'm capping the armor and magic armor at 15 so the armor is 25 not 30 and magic armor is 25 not 27.5 and it can be tweeked a bit bit I'm thinking about tanks tho its not a bad idea BaaI it just need to be refined a bit more and i understand where you come from. i also understand that it takes the slots of ALOT of items bot i chose some items that don't go into many other items.
    note: the aura effects don't apply to the person with this on.
    Though we strike at you from the shadows, do not think that we lack the courage to fight in the light

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