Post by dnsingbanana on Jan 28, 2016 9:21:34 GMT -8
Now i don't pretend to know a lot at this game, just recently got back into it but i don't have a ton of experience on it, so i am judging items not on the real effectiveness seen in game with them, but more thematically, related to their supposed role in the game.
-Golden polearm :
To me the fact that it's a spear/halberd thingy, increases your attack range so you always hit first (and could maybe manage to not get hit back) and gives you money for not being passive, just screams "poking/harassing weapon"
So i find it weird that it then has the armor reduction passive. To me the item would feel better with the actual passive of the sharp iron pickaxe, letting you make your enemies bleed to death as you go in, hit them, and go back to prepare for another charge.
The gold generation passive, apart from making you able to locate kobolds by watching your purse fill itself, incentivises you to stay close to them for as long as possible, however the flat armor reduction makes you want to kill them in small group quickly, so the item kinda opposes himself.
The bleeding passive would make it more thematicaly right, making the item effective against low mobility opponents like enemy miners, but would fail if you get cornered by a mobile opponent, as part of the bleed is wasted if you attack more than once every 3 seconds.
Heavy iron breastplate :
This item feel kinda blank as it has no special effect, just stats. Not the most exciting, especially since golden hauberk outshines him in so many aspects (the 20% heal offset largely the loss of endurance, so for 1 less armor you get additional stats as well as the ability to heal allies). Also, for a "heavy" breastplate, the huge endurance boost leaves you more mobile than with other armors.
I think the item should be oriented towards specically countering physical damage, by reducing the endurance boost but upgrading the armor bonus. Also giving it a special affect, like reducing by 10% all physical damage received for exemple.
Liquidator spellblade :
I'm not very fond of giving %armor penetration to assassins.. The counter to them is supposed to be getting defenses (at the expense of damage, it isn't free) so if you let them pierce throught it what counter is left?
I would rather make this item penetrate a FLAT amount of armor, so it stays at a high(er) amount of effectiveness against frail enemies, but doesn't affect armored enemies much.
-Golden polearm :
To me the fact that it's a spear/halberd thingy, increases your attack range so you always hit first (and could maybe manage to not get hit back) and gives you money for not being passive, just screams "poking/harassing weapon"
So i find it weird that it then has the armor reduction passive. To me the item would feel better with the actual passive of the sharp iron pickaxe, letting you make your enemies bleed to death as you go in, hit them, and go back to prepare for another charge.
The gold generation passive, apart from making you able to locate kobolds by watching your purse fill itself, incentivises you to stay close to them for as long as possible, however the flat armor reduction makes you want to kill them in small group quickly, so the item kinda opposes himself.
The bleeding passive would make it more thematicaly right, making the item effective against low mobility opponents like enemy miners, but would fail if you get cornered by a mobile opponent, as part of the bleed is wasted if you attack more than once every 3 seconds.
Heavy iron breastplate :
This item feel kinda blank as it has no special effect, just stats. Not the most exciting, especially since golden hauberk outshines him in so many aspects (the 20% heal offset largely the loss of endurance, so for 1 less armor you get additional stats as well as the ability to heal allies). Also, for a "heavy" breastplate, the huge endurance boost leaves you more mobile than with other armors.
I think the item should be oriented towards specically countering physical damage, by reducing the endurance boost but upgrading the armor bonus. Also giving it a special affect, like reducing by 10% all physical damage received for exemple.
Liquidator spellblade :
I'm not very fond of giving %armor penetration to assassins.. The counter to them is supposed to be getting defenses (at the expense of damage, it isn't free) so if you let them pierce throught it what counter is left?
I would rather make this item penetrate a FLAT amount of armor, so it stays at a high(er) amount of effectiveness against frail enemies, but doesn't affect armored enemies much.