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Item Properties/Attributes
* +200 hp
* +150 mana
* Works like bottle (rune storage, fills at base, etc.)
* Gives 1.5x amount of hp/mana restore over normal bottle (202.5 hp/105 mana)
* Flask refills 1 charge after a successful hero kill. This does NOT mean flask entirely refills. It means 1/3 charges will refill. If you have a full flask this does nothing.
Item Ingredients
* Bottle (600g)
* Glowstone (1200g)
* Upgrade (675g) <--- might need to be adjusted
* Total: 2475
Goal
* There are no bottle upgrades out there. People use them early game and then toss them out. The goal here is to extend the use of the bottle into mid-game. By combining it with the Glowstone it should beef up your hero and increase survivability.
Nerdlore
This relic is the last known possession of the malicious Warlord, Rennuredol. The secret to his own unnatural long-life, the Flask of Tears harvests the misery and anguish of those slain on the battlefield to sustain whoever wields it.
I fully support this item.
The charge refilling sounds like it was kind of thrown in, though.
Last edited by Impeeched; 06-09-2009 at 08:50 PM.
Lode, you need to put '(Item Suggestion)' on your topic title or the S2 devs may skip over it.
I can't change the title once it's been made. All I can do is hope it isn't overlooked. HOPE AND PRAY. PLEASE I WANT TO IMMORTALIZE MY NAME WITH A HON ITEM.
Can't use this name; it's the name of an old videogame.
It's actually a good idea, but I feel like the price needs to be adjusted a bit. Or the effects that it allows you to do. It seems very expensive just to extend the life of a bottle for a little bit longer.
Maybe add another charge to the bottle, so it's 4/4. decrease the time it takes to heal from the bottle charges, and maybe a more potent effect; like regenerates a single charge for hero kills, 2 charges for fallen ally heroes, and 1 charge after 10 creep kills or something like that.
Yeah, I'm totally negotiable on the upgrade price. It could be lowered to 250 for all I care; I kind of just chose an arbitrary number that sounded right to me.
As far as the effects go the main concern for me was stacking it on powerful "on death" heroes like Bloodhunter and Devourer. I had some people suggest it fully fill after a hero kill. I mean, the item doesn't even exist so sure have it do crazy things and tweak it until it's balanced.
The only concern with adding more charges to it is potential visual confusion. I imagine the graphic gets hard to tell and then you leave yourself open to stupid jokes (MY BOTTLE IS HALF FULL/MY BOTTLE IS HALF EMPTY). Perhaps if more charges were added a small number would be added in the bottom right indicating charge level, 1-4 or whatever.
Finally, two other effect that *could* be added (but are probably overpwered, which is why I omitted them originally) are as follows:
1. Regen does not get interrupted by damage
2. When bottle is full and a hero is killed, instead of doing nothing it spawns a random rune. Or it has a chance to spawn a random rune. However I feel this idea is fundamentally flawed because you want to remove randomness from league play.
Yeah those two abilities are a bit too strong, the burst healing of 3 charges is just too powerful if it's not interrupted by damaged. Bottle isn't really good on bloodhunter, since he lacks a lot of mana, but it would be pretty imba on devourer; the thing with that is he'd only wreck in pubs. His presence in high level play would still probably remain relatively low, since he lacks a lot of things needed for it.
I feel the initial design of this item is a good one. I would not go as far as making the charges not break on damage. That was how the original bottle was in dota and it was pretty op being able to spam extra hp/mana during any fight. (I believe it was 250/100 per charge back then too)
The item already gives:
a bottle recipe giving you extra stats at no cost of space
50% more healing/mana from charges
bottle special ability (gaining charges)
I think the recipe price be dropped to 400 if we use the current ability because I think that for certain caster heroes that this would be good for, it can be difficult to actually get the killing blow to gain a bottle charge.
OR
I suggest a slightly different special ability. Make it so you gain 1 charge every 2 min. This is inline with the current rune spawn timer so you don't feel cheated if the other team/ally grabs a rune you needed to refill bottle. Also it would be more reliable then and has a whole endless tears thing going for it.
Make the cost 500 or 600 for recipe for this ability.
I support the introduction of this item. Bottles should have extended functionally to make the initial investment more attractive and this seems a (largely) sensible approach that encourages combat.
As someone who buys a bottle in 99% of my games, I would love any sort of recipe that uses it.
I hate Lode and everything he stands for, but this is a good item idea. He clearly stole it.
I don't mean you get a free rune. I meant get a charge of water (or 2) every 2 min. Most heros that get bottle depend on it for reg a lot and missing out on a rune just to refill water (not even counting all the perks of getting X rune) can really set you back. This way you have a more constant form of reg.
So if you managed to get a rune every 2 min, great you got a rune + bottle charges. But now even if you miss it, you still have some water charge to work with.
Last edited by frotes; 07-09-2009 at 03:51 AM.