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Racial Items

Posted: July 20th, 2009, 3:12 am
by GeneralFunk
Here I am again, back on the racial items.

High Elves
Power Fist Gloves:
Grants +[x + (y * str)] damage for a period of time.
Cooldown decreases and damage gains a minor increase per level.

Shroud Cape:
Temporary invisibility and armor.
Armor duration increases and cooldown duration decreases per level.

United Creep
Summoning Stone:
Summons a unit based on the casting hero, with a limit of [item level] at a time.
Cooldown decreases duration per level.

Ethereal Chain:
Allows hero to "bind to a target" (target must be in a certain range), later being able to warp to it via targeting it.
Note: Casting on a different target will result in changing bind to said target, unless out of range, which will do nothing.
Cooldown and cast time will decrease per level.

Grim Brigade
Grim Skull:
Grants X health every time necromancy is cast.
Heal amount increases per level.

Cursed Jewel:
Traps target in a bone prison (basically web).
Cooldown duration decreases every level.

                       

That's basically all the ideas I got for now. I think adding racial items would increase racial personalization. As well as possibly normal play encouragement.

Re: Racial Items

Posted: July 20th, 2009, 11:46 am
by Cokemonkey11
In all honesty I like the hostem settings more than normal play.

Racial items would just lead to more balance issues. Why not just "more items"?

Re: Racial Items

Posted: July 20th, 2009, 12:27 pm
by DiscombobuIator
[Reaper] No more of this.

Re: Racial Items

Posted: July 20th, 2009, 12:31 pm
by Dekar
Everyone should the few pros and cons, so discussion about it is pretty useless.

I already had some lines I wanted to post but then I though: Wtf, why do I write that much on something like this, and deleted everything.

Lets just wait for upgrades, these are racial specific. In addition spawns and HEROES TOO are racial specific.

Damn, Im writing more than I want again ... but I just got that single useful point that ends all discussion:
If these items are used to balance the races wouold be kinda good in theory, e.g. increase AoE nuke power for UD because their spawns have lower hp, but it only reduces the difference of the races. And it will imbalance AP mode even more.

Re: Racial Items

Posted: July 20th, 2009, 12:35 pm
by Dark_Nemesis
I've thrown out some suggestions touching on this topic before, but they always seem to get shoot down. Coke is probably right about the balance issues. But to be fair and frank, I still think racial items would be really cool if implemented right. Too, it probably more likely my suggestions stunk in the first place, resulting in a total flop. Meh, who knows.

May throw out some ideas later.
Why not just "more items"?
To add to this as well, I wouldn't mind seeing more items in general...It can be really difficult for certain types of heroes to find decent gear that relates to their skills and style of play. I really think the AoE'ers have it going for them more than any other class, and agil-based hereos are sometimes heavily hampered by the fact that they need to sink 2k gold into a mana orb just to stay in battle. Int-heavy tanks suffer from this as well: namely scarab and rk, to name a few.