distro
New Member
The life of a kobold is as good as you make it!
Posts: 43
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Post by distro on Feb 3, 2016 16:44:23 GMT -8
Kobold tribes has always been about whoever has been able to do the most damage and eliminate the enemy tribe the fastest. Most of the items in kt are built for damage with very few exceptions. I would like to see teamfights become interesting in the future for more outplay potential, and high level teamplay. This thread is where i'm going to be posting my suggestions for support items.
Rod Of The Magnus
This rod is of ancient kobold magics that have been long forgotten. One of the most formidable the wizard Ranthal nicknamed 'The Magnus'. It is said that while he was behind the scenes, his army of 150 defeated 2000 enemies. (Main Hand)
Art 20
Smithy
5 INT 5 WLL 2 END
Increases your attack range by 3.5 Passive: Gain +.5 range for each nearby ally
Requires: 1 Radiant Gem, 1 Nightcrawler, 1 Celestial Orb, and 2 Shadowstone
Passive: All nearby allies heal for 25% of the damage they deal.
Passive: When out of combat for 10 seconds, all allies in a radius gain +5 life regen
Active: Target ally becomes Invulnerable for 1.5 seconds and gains + 20% movement speed for 3 seconds. (The Idea Of this active is to have a good disengage in order to save an ally, the the movespeed could also be used in chases)
Ancient Tome
(A slightly more aggressive support item rather than a defensive one) WorkBench (Offhand) 5 Art
1 Infused Lumber, 2 Lumber, 1 Iron
4 INT 4 END
Passive: All Nearby Allies (Including Yourself) gain 8% bonus movement speed, increasing to 13% for .5 seconds after an attack.
Passive: All nearby allies gain +2 Armor penetration
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Post by dnsingbanana on Feb 4, 2016 15:34:10 GMT -8
1 thread for all items/quests is not enough, as suggestions pile up it will get really messy, and that also means it's just exposing ideas but not discussing about it.
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Post by dnsingbanana on Feb 4, 2016 15:41:19 GMT -8
It seems everyone agrees that celestial orb needs an upgrade ^^ with the advent of the rogue, having a way to prevent atleast one of his deadly critical strikes is a necessity. The item might be really strong , basically because it says "try to kill my team in the long run, i will constantly heal them, try to quickly get them i make them invincible. But it has to be seen in practice i think.
Also, have you thought about the weapon making you deal less damage (like, 75%) but increasing the heal so it's more focused toward supporting ?
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Post by Lorenor on Feb 6, 2016 3:08:53 GMT -8
Don´t worry, the Celestial Orb WILL become and upgrade, most likely together with some new support-based items. It is one of the two "classes" we haven´t thouched so far, the other beeing the beastmaster, but we are definitely planning to do so.
About Distro´s specific suggestions though: 2*SPW heal per hit is absolutely broken. With a full WIL build, that´s about 60-65 health per hit, so the enemy would have to have more than 65 damage just to deal ANY damage. Imagine a whole team with the Rod of the Magnus, you couldn´t even scratch anyone of them. Also, I think that the on-hit heal should be unique to the orb. For it´s upgrade, I would like to have something slightly more complex to make it different enough and not just a better version of the same effect.
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distro
New Member
The life of a kobold is as good as you make it!
Posts: 43
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Post by distro on Feb 6, 2016 9:37:07 GMT -8
Glad to here that we are going to expect support items in the near future! I'm exciting to see what everybody comes up with. Meanwhile I'll try to make a few more suggestions by myself. Also about remove on the on hit heal I'm on board with that, we just need something to replace it. My suggestion:
Rod Of The Magnus
This rod is of ancient kobold magics that have been long forgotten. One of the most formidable the wizard Ranthal nicknamed 'The Magnus'. It is said that while he was behind the scenes, his army of 150 defeated 2000 enemies.
Art 20
Smithy
5 INT
5 WLL
2 END
Increases your attack range by 3.5
Passive: Gain +.5 range for each nearby ally
Requires: 1 Radiant Gem, 1 Nightcrawler, 1 Celestial Orb, and 2 Shadowstone
Passive: Your attacks heal a nearby ally for SpellPower*2
Passive: All nearby allies heal for 25% of the damage they deal.
Passive: When out of combat for 10 seconds, all allies in a radius gain +5 life regen
Active: Target ally becomes Invulnerable for 1.5 seconds and gains + 20% movement speed for 3 seconds.
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Post by thegoldenchicken on Feb 6, 2016 12:00:26 GMT -8
I think with the two new passives, the rod of Magnus would become far too powerful a support item, keep in mind that Siphon life only regenerates around a third to half the hit points of a single strike, and only 3 times for each activation. To have an item that would constantly proc siphon life for all nearby allies, would just be too much anti-dakka.
Additionally the (When out of combat for 10 seconds, all allies in a radius gain +5 life regen" would present some issues with enemies running away, or just briefly withdrawing during an attack.
I think if you linked the passives you have on it now, to the spells that are currently ingame, for example changing or buffing their effects, it would make for a better, more balanced item as healing and buffing can't always take place if you have no energy.
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distro
New Member
The life of a kobold is as good as you make it!
Posts: 43
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Post by distro on Feb 7, 2016 18:12:19 GMT -8
thegoldenchicken Most of what you say here is just simply incorrect or illogical. First of all, a level 10 mage with wand, warlock, and skull. (without mining) would do 32 physical damage, 24 magic skull damage, and 36 damage from every pro of siphon. 32+24+36=92. What you say is illogical because what's ACTUALLY scary about siphon life is the huge damage amplifier. The proportions in your comparison are off because siphon life not only heals but ALSO increases the overall damage dealt, making it a powerful spell. Now if the passive of the rod of the magnus was applied to this kobold. The amount of life regenerated would be. (32+24)/4 Only 14 life regenerated! I honestly think that if anything this needs to be buffed. As for the withdrawing during an attack, this is EXACTLY the purpose of the item. To be able to retreat temporarily and to be able to attack again with an advantage. Sometimes when they retreat it's going to be what the enemy wants, other times it's usually pretty easy to somehow damage a running kobold within 10 seconds. If you can't it's always an option to retreat. In my opinion these passives are quite balanced, and might even need to be buffed.
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Post by thegoldenchicken on Feb 10, 2016 1:30:24 GMT -8
Of course the somewhat substantial damage of siphon life, is what draws many kobolds to its use, however the healing itself is also quite strong. Say you and two of your buddies are fighting an enemy, and every time you swing that rod of magnus with a range of 4 (with marksman) you will be healing a total of 32 health, roughly equal to one siphon life. Now as a spell this would be rather unimpressive, but since it's almost entirely free of charge, except for a simple auto-attack, it is actually quite powerful. Now you're also forgetting, that the fact that you've written that every nearby ally heal for 25% of the damage THEY deal. Now a good rogue or warrior can easily damage more than 50 physical damage per hit, and every hit being every .6-.5 seconds. That would equal a life regeneration of about 25/sec (what's this guardian spirit I keep hearing about?). Additionally: the active ability is just too powerful I think, even if it had a cooldown of like 120 seconds, basically any support kobold who pays attention to his allies (which is to say EVERY support kobold), would be able to save them from death every 120 seconds, 3 seconds is more than enough time to retreat to a safe location, or survive a chase. I think if it should be the ability of the rod, it should come with a debuff on the kobold that cast it, for example +100% damage and -33% move speed for 6 seconds. I'm all for skirmishing items, but considering how hard and dangerous it is to chase down a kobold already, this item would just make it a bit too hard, and is a bit too powerful. I stand by my original suggestion of making it require the activation of spells to trigger its special abilities. EDIT: Logic is subjective, what is illogical to you might be logical to someone else. Perhaps saying you disagree would be better .
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distro
New Member
The life of a kobold is as good as you make it!
Posts: 43
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Post by distro on Feb 24, 2016 19:44:38 GMT -8
thegoldenchicken I standby all of my opinions on this matter. In order to heal for 32 health you would have to be dealing 128 damage per hit!!!! Unless you can tell me how swinging rod of the magnus is going to deal 128 damage I can't see how this would make any since. Maybe a very powerful mage build constantly using siphon life could deal this much damage, but you're forgetting that the attack speed is also quite slow. It doesnt matter if in a teamfight EVERY enemy kobold can heal from the Rod of the magnus passive, because this is what focus fire is for. They can only make use of one rod of the magnus passve at a time if you're focusing down priority targets first. If a warrior is on the front lines of a teamfight with an axe they're going to be taking A LOT of damage. Way more than 25 life per second. They will usually be the targets taken down first because they are squishy and they have to be at the front line. 25 life regen will hardly be noticeable on the front lines against a strong team. As for the passive it's not broken at all. It serves as a nice disengage to get that warrior out of a tough situation, or to chase down that last enemy kobold. Of course the cooldown is going to be around 2-3 miniutes, but that active itself is not that powerful if the right team is playing against it.
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Post by thegoldenchicken on Feb 28, 2016 3:29:32 GMT -8
It's not the 25 % heal I think is overpowered, it's the fact that everyone nearby gets it, that means whomever uses the rod of magnus is incidental, as long as there is a powerful warrior or tank nearby, killing him will be very hard. Now I can understand focus fire, and that might work in paper, but have you ever been in a hectic, late-game fight? Not only do people regularly panic and forget who they are targeting, kobolds are also running all over the damn place. Keeping combined fire on a single kobold for the duration of a fight, is one of the hardest aspects of team coordination. A guardian spirit regens around 2% (?) of max health each second (can't remember the exact number), and I can tell you, it is extremely powerful in combat, the rod of magnus would be offering even higher regen.
I don't know if you've forgotten or simply don't know, but the vast majority of KT fights, are more like skirmishes than they are fights, incidents of two experienced kobolds hacking away at each other, for more than 3 seconds at a time is very rare, allies will switch positions constantly. Sure the Rod might not sound that good on paper, but it's vastly different in reality.
Continuing this, the disengage active ability, might not be that powerful for straight up fights (which almost never happen), but it would be the stuff of legend when it comes to skirmishing, it's just way too powerful, to be able to save a kobold almost whenever you feel like it.
The RoM is a nice idea, it requires a lot of team coordination and thinking, but I think it would need a hard nerf before it becomes balanced.
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