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The item has a few major flaws which has been discussed, but the best argument is that compared to the alternatives in a similar buildup and gold category, its how selfish the item is which causes problems. It offers nothing for the team except for raw damage, and even then in most cases even a FFP would offer more overall in addition to the aura, move slow and clearvision.
Compare the Spellshards to other items such as Hellflower (very similar buildup, not selfish due to the way it works). Everyone on your team benefits from a target being disabled, unable to juke and taking bonus damage. There are very little instances when you would just want raw AoE damage and nothing else (thats generally where Spellshards is supposed to shine).
Making the item less selfish by making it more like Veil of Discord in DotA would be a good start, and you would probably see it used more because of that team aspect and the fact that it helps everyone.
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The only real unique aspect of spellshards is it's cooldown reduction. The magic armor reduction is nice, and relatively in a good spot for it's purpose. That alone will never justify the item, especially compared to equally priced on-use items with powerful effects. I think the current 3/6/9% is the perfect tweaking spot as it's the unique aspect of the item. It also breaks the item away from the "selfish item" mold, as there are many non-direct damage spells that can benefit from this unique portion. Frostfield plate, blinks, stuns, and so on.
5/10/15 or possibly even 7/14/21 would really make this item much more attractive to heroes that normally instantly go for hellflower/sheep/etc. At 9% there's just no enough impact. Sure those numbers may seem strong, but there's nothing wrong with having OTHER strong items. I mean, if every item is strong, then you actually have to make a choice based on how the game is going, and not just on a "BUILD THIS ITEM ON THIS HERO".
Last edited by sharbarachu; 09-07-2012 at 02:12 AM.
I actually feel like a 7/14/21% can be appropriate... Really reduces some cooldowns... specially on heroes like hag, reducing the blink and scream cooldown by a whole second would be huge... It would really make it worth considering over Hellflower... as of right now, it more often than not is a no brainer but to go into hell flower after nullstone...
The other thing I would change about the item is to allow the item to go into negative magic armor. Right now, the item has limited use on heroes like Blacksmith, no synergy with the long time unused Harkon's blade and so on... Leave the item as a magic armor penetration item and not as a magic armor remover but still allow it to go below 0 magic armor.
make spellshards stackable? the price is right two spellshards would be 18% cooldown reductoin at best and almost garunteed magic armor negation
I know the MArmor ignore is stackable though I think the CD reduction is not. Been a while since I lurked in this thread so I'm not really sure.
The question really is, do we feel like Spellshards needs a redesign? Currently a lot of the sentiment I've seen going around is that it tries to do too much and as such ends up making it's own cost too high for any of the effects, even cumulative as they may be. MArmor ignore would be far better earlier on, but it comes paired with the CD reduction which isn't really that great in and of itself. I've seen the suggestion that it should be split into 2 items like Sac Stone was, but I'm not sure that's really the best solution. Perhaps one effect should be moved to another item that is currently less popular and amplify the remaining effect?
The problem that comes paired with that of course is that then one of the items will start to step on the toes of Refresher, but refresher is so rare as is that I don't think that'll necessarily be a bad thing and having a more passive version of the effect could be better on heroes who just have long CDs on basic skills (i'm looking at you pebbles).
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so the balencers have spoken cooldown reduction is out and although there are no more items that increase magic armor sense last patch most heros have between 1.5-4 more magic armor. what irks me tho is that in a way nerfs spellshards because for many heros it was basically a core item and people were discussing there being alternatives that help team better but now spellshards are basically a requirement.
i do wish some of the better armor items in the game gave +1 or +2 magic armor that was stackable with vestments/headdress like frostplate and nullstone i mean it's MAGICAL ARMOR why doesent it protect you from magic damage?
This thread was constructive, but is now rather outdated.
Thread closed.
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