New Favor Items: (Various)

thought i might try my hand at a bit of item suggestion so here be go:

 

from what i understand about the purpose of Favor Items is for early game specialization of you DG's depending on you playing style.  so for example i always play Rook... and Rook is very very slow.  naturaly i get Swift Anklet to make up for his handicap.  i also know UB is famous for getting Blood of the Fallen to help his low HP.   another option for Favor Items is to super buff a certain atribute... like say spaming towers with ability cool down reduction.  (correct me if i'm wrong).

 

anyway the point is that the very basics need to be covered before getting into any fancy smancy Favor items that cost 2000+ favor and take months to farm up for.  so what are the basics?  basicly covers all the stats as well as ability costs, CD, range, auras etc.

 

Listing the Basics

+Damage                               :thumbsup:

+Hp (and/or) Mana                  :thumbsup:

+Rege HP (and/or) Mana          :thumbsup:

+Armor                                   :maybe:

+Attack Speed                         :thumbsup:

+Movement Speed                   :thumbsup:

+Experiance                            :thumbsup:

+Gold Income                         :maybe:

+Vision                                   :thumbsup:

+Range (or) Cleave                 :maybe:

+Life Steal                              :maybe:

+Increased Healing/Mana effectiveness (Eg. health potion giving more HP)       :maybe:

+Aura (Including buffs for all the above plus extras)                                       :maybe:

 

-Ability Cool Down                    :thumbsup:

-Ability Mana Cost                    :maybe:

-Item Cost                              :thumbsup:

-Damage Received                   :maybe:

-Death Timer                           :thumbsup:

(let me know if i missed any)

 

So obviously quite a few of these are already in the game, however a few are missing.  the ones in game are marked by :thumbsup: and missing ones are marked by  :maybe: .  so before even thinking about getting spells that make lightning strike you enemies... or armies of dead rise from the grave.... the basics need ot be covered first.  and like i said a bunch have alreayd been included, however maybe they need to inclusde a few more do u don't have to get +700 mana when trying to only get +damage.

 

with all that said i have three ideas for items that are only partialyt hypocritical to my words above. so here they are:

 

    Blade Oil of Reach   (600 Favor)

 

 -35 Damage

(for Ranged Weapons)  +3 Range

(for Melee Weapns)      20% Cleave

 

Mechanics:  like it says it basicly increases the range of ranged weapons or adds a cleave to melee weapon.  since this might be very OP for early game i thought a nice little 35 damage reduction would help balance it out. (open to suggestions)

 

   Belt of Synergy    (960 Favor)

USE: Switched between Mana or HP conversion  Cost: 0 Mana  Cooldown: 45 Secs

15% of Damage taken is converted to Mana

(or)

15% of Mana used is converted to Health

 

Mechanics:  so when ever you get damaged (when in Mana Mode) 15% of your damage taken is received as mana... so if you take 100 damge then you take all 100 damage of it but get 15 mana as well.   same deal with HP mode except its only when you cast something that uses mana... so you cast something that costs 600 mana then you get 63 HP in return.  small, but proably very helpfull early and mid game. (open to suggestions)

 

  Burning Eye (Favor 1780)

 

Adds Burning Damage to Attacks

Melee   -  (120 damge over 10 secs)

Ranged -  (75 damage over 8 secs)

 

Mechanics:  so this effectively doubles your damage early game which is fairly devistating.  however the downfall of this would be A. its buff so it can be stopped by De-Buff items and B. since it taskes so long to take effect it is also countered by regen.   also the diffrence in damage from range to melee if because range has so much more harasment potential so they have to deal less damage.  ultimately i would not like this damage to stack... so if you are in a fight you only start taking damge from the last hit and only for the 10/8 secs.  (but then again it is open for suggestions)

 

 

 

 

Thats it for know....  let me know what you think as well as suggestions for the items.  if i get around i could add some more items from the missing list above.  thanx

1,394 views 6 replies
Reply #1 Top

Burning eye is way too powerful. Even lategame artifacts don't give 120 damage per attack. It would be the only item worth buying, ever. Belt of Synergy: Good. Not really sure if it is balanced or not, but it seems like it. Blade Oil of Reach: Very bad. -35 damage is just devestating early-game, and still very painful late-game. For ranged characters, it might be OK because the +3 range helps out a ton (and lets everybody attack towers with impunity) but for melee characters it has no benefit; a 20% chance to cleave at -35 HP adds up to you doing a lot less damage, and that's just to creeps; it doesn't even help against demigods (minion builds notwithstanding, and it's easy to keep minions out of cleave range.)

Reply #2 Top

Quoting Milskidasith, reply 1
Burning eye is way too powerful. Even lategame artifacts don't give 120 damage per attack.
End of Milskidasith's quote
It's damage over time, not per attack. But I do agree that it is very strong.

Reply #3 Top

120 damage over time, stacking per attack, is still 120 damage per attack. The only negative is that the few debuffing skills in the game all have long cooldowns or are aquired later (Oak's Shield and the favor item have like ~30 second cooldowns, heal would only debuff way later, and there really aren't many other options). So... it's pretty tough to deal with stacking 15 attacks (an entirely reasonable amount in a duel between two demigods at low level) that also give 12 damage per second for 10 seconds. It's really pretty absurd; it basically means that three autoattacks = one venom spit of level one, and it only takes 7 to beat out venom spit II. Crazy!

Reply #4 Top

Blade Oil of Reach would be pretty overpowered on Regulus (especially auto-attack build), Burning Eye would be far too powerful if it stacked with itself, not really sure how you'd balance it.

There's already  favor items for a few of the :maybe: effects too.

 

Aura, attack speed and gold income (although technically it only reduces the cost, but it's the same principle)

Reply #5 Top

ok ok... too powerful... i get it. 

 

so to change this up first is Blade Oil:

Blade Oil of Reach

Damage reduction.... -35 -> -20

Range .... same

Cleave .... 20% -> 60%

 

this way its less reduction (even QoP with only 140 damage would still do 120 daamge but with a much needed range boost)  range i think would be fine... and i know reglus would be OP with this, but i'm thinking more for the other DG like QoP and TB who r in deperate need of something to increase range.  also with cleave... increase in cleave % so 60% damage gets spread to surrounding minions, making more useful agains armies and grunts.

 

 

Belt of Synergy

No real problem yet?

 

 

Burning Eye

damage per second .... same (12 damage for both melee and range)

duration .... Range 8 -> 3     Melee 10 ->5

 

 

this way it only does around 60 damage... but over a shorter time... also regen will probably get rid of between 3-6 of that damage per sec.  this item was more for harasment and for getting those kills where they get away with only 10-30 health

 

 

 

Aura, attack speed and gold income (although technically it only reduces the cost, but it's the same principle)
End of quote

 

as for this i corrected the attack speed one... but i think the arua and gold income are still missing.  when i say aura i'm not talking about something that buff's you own minions... but everyone around them... including grunts and DG's.  somthing like Thorns Aura (Damage return) or Life Steal or movement speed or something.  and for Gold Income it would be so you had more money to buy things like Citadel upgrades more than items... maybe even making it like getting 1000 gold every 5 or so minutes?

 

 

oh and

i would not like this damage to stack...
End of quote

 

see i said it already.... no stacking damage... its 12 dps and that it...

Reply #6 Top

For gold, there's Magical Coin pouch. As a bonus, it scales.

For ability Mana Cost, there's Essence of Magic, though it's not passive in that effect. (All you can cast for three seconds.)

 

:fox: