[BIG] Item/Equip Balancing
As a way of addressing HP stacking issues (along with others im sure), Ive got a list here that ive made so that hopefully now, all items are of equal viablility. Its a long list since it practically covers all the items/equips in the game (excludes artifacts atm). *Just so you all know, Ive modded these so i can instantly release it if wanted.*
Feel free to suggest changes for particular items or even just comment, but if you do have suggestions then lay out the details like i have in my list. If this goes well, we may even be able to get it to go mainstream.
So, here are the list of changes:
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# Gloves
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Gloves are never rlly threatening so i made a few buffs
to the equips below and tweaked some costs.
Gauntlets of Brutality
- increased dmg to 35
Gladiator Gloves
- reduced cost to 400 from 450
Gauntlets of Despair
- tooltip now displays hidden 8% attack speed benefit
- increased proc rate to 20% from 15%
- decreased mana drain to 275 from 300
Wyrmskin Handguards
- increased dmg to 25 from 15
- increased attack speed debuff to 30% from 15%
Doomspite Grips
- reduced cost to 5750 from 6750
- increased attack speed to 15% from 10%
- increased cleave range to 2 from 1.5
Gloves of Fell-Darkur
- reduced cost to 3000 from 3500
Slayer's Grips
- reduced cost to 3000 from 3300
- added 10% attack speed
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# Boots
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To minimise health stacking and make boots unique,
I will be adding movement speed passives across
majority of boot equips. This also keeps things consistant and
may make upgrading choices easier.
Footman's Sabatons
- decreased cost by 50
- increased max health to 300 from 200
- removed max mana
- added 4 mana regen
- added 4 health regen
Assassin's Footguards
- reduced cost to 1500 from 1750
- added 5% movement speed
Unbreakable Boots
- reduced max health to 400
- increaded health regen to 10 from 5
- reduced max mana to 600
Desperate Boots
- removed max mana
- added passive 200 armor
- added 10% movement speed
- added 20% movement speed to secondary effect (on proc)
Ironwalkers
- changed secondary effect to "you receive 10% less damage".
- removed all minion benefits
- added 500 max health
- added 500 armor
- added 5% movement speed
>> The speed passive is so that rook does not get
the secondary effect from his default speed. Slow rook
may now be a more viable option.
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# Chest
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I tried to justify the cost for the effectiveness of
these following equips. Armor is great but on its own
its less desired.
Armor of Vengeance
- reduced cost to 2750 from 3250
Platemail of the Crusader
- reduced cost to 4200 from 4500
- increased proc chance to 5%
- reduced secondary heal effect to 250 from 300
Groffling Warplate
- increased proc chance to 5%
- changed secondary effect to "you receive 10% less damage".
- reduced secondary effect duration to 7 secs from 10 sec
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# Helms
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Atm, we basically have a game of "deplete your mana"
then "refill at shrine" to say it bluntly. I dunno about everyone else
but i think that if you gonna invest in mana equips then you
should be rewarded with a noticeable change in regen rather
than just a set pool of mana. It would be more fun if you can stay
on the field without having to retreat all the time.
Scaled Helm
- increased mana regen to 6 from 4
Plate Visor
- reduced cost to 500 from 600
- added 200 armor
Vinling Helmet
- reduced cost to 3000 from 3300
- increased proc chance to 7% from 3%
Theurgist's Cap
- increased proc chance to 10% from 5%
- increased mana regen to 50% from 35%
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# Trinkets section
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Rarely have i come across players who use majority
of the equips in this section. So i basically made a few
alteration with drops in cost aswell.
Bloodstone Ring
- reduced cost to 1500 from 1750
- reduced max health to 250 from 400
- increased life steal to 5% from 3%
- added proc effect
- 10% chance to deal 50 damage each second
for 3 seconds.
Ring of the Ancients
- reduced cost to 2000 from 2500
- increased damage to 40 from 30
Warpstone
- reduced cost to 4500 from 5500
- reduced cast time to 0.3 secs from 0.5
Nature's Reckoning
- increased cost to 1750 from 1500
- increased weapon proc chance to 20% (kept at 15% for ranged)
Twig of Life
- reduced cost to 2750 from 3000
Warlord's Punisher
- decreased cooldown to 25 secs from 30
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# Consumables
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Ive taken a different approach with how potions could
be used. Ive dropped costs for more early game useage
and even spammability.
Health Potion
- reduced cost to 200
- reduced cooldown time to 4 secs from 8
- reduced heal amount to 600
Robust Health Potion
- reduced cost to 350 from 400
- reduced cast time to 2 secs from 3
- reduced health amount to 2250 from 3000
Mana Potion
- reduced cost to 175 from 200
Rejuvenation Elixir
- reduced cost to 250 from 300
Robust Rejuvenation Elixir
- reduced cost to 400 from 450
Capture Lock
- reduced lock time to 35 secs from 45
Restorative Scroll
- redcued cost to 150 from 250
Sigil of Vitality
- increased cooldown to 45 secs
- increased benefit duration to 30 secs from 20 secs.
- reduced max health increase to 30% from 50%
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# Achievement Items
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Instead of having weak and strong items across the
board, I think a more balanced array of equips would be
more interesting instead of having redundant items in the list
that are never used. And as a result, theirs costs will be the same.
Saam-el's Cloak
- increased movement speed to 7% from 5%
Blood of the Fallen
- reduced max health to 600 from 800
- increased health regen to 10 from 5
Staff of the Warmage
- decreased max mana to 500 from 800
- increased attack to 25 from 15
- added 5 mana regen
Diamond Pendant
- increased max mana to 400 from 250
- added 80% mana regen
Symbol of Purity
- decreased cooldown to 25 from 30
- added 5 health regen
Amulet of Teleportation
- reduced cast time to 2 secs from 3
Dark Crimson Vial
- decreased cooldown to 30 secs from 45
- added 300 max health
Cape of Plentiful Mana
- decreased duration to 5 secs from 10
- increased mana regen to 600% from 400%
- decreased cooldown to 35 secs from 45
Charm of Life
- increased death penatly reduction to -30% from -10%
Magical Coin Pouch
- added 2 gold production
Brilliant Bauble
- added 10% Max Health increase
- added 10% max Energy increase
Furious Blade *new*
- removed max health
- added 20 damage
- increased attack speed to 10% from 5%
- reduced proc chanceto 10% from 15%
- increased proc effect duration to 7 secs from 5
- proc effect now grants...
- 20% attack speed (used to be 30%)
- 20% evasion
Wings of the Seraphim *new*
- increased cooldown to 60 secs from 45
- reduced affect radius to 5 from 8
- removed damage condition (doesn't cancel out on taking dmg).
Assassin Favor Items
Mard's Hammer
- added proc chance effect
- 15% chance on hit to deal a 1.5x crit
Staff of Renewal
- removed max health
- removed max mana
- added 8 mana regen
Essence of Magic
- reduced cooldown to 35 secs from 45
- reduced mana regen to 5 from 7
- increased max mana to 420 from 210
Poisoned Dagger
- decreased debuff duration to 6 secs from 8
General Favor Items
Totem of War
- added 15% attack speed for minions
Tome of Endurance
- reduced max health to 300 from 400
- added 300 armor
- removed minion max health
- added 150 minion armor
- added "minions receive 10% less damage" effect
Pendant of Grace
- increased minion dodge to 20% from 15%
- added 5% movement speed
- added 5% minion movement speed
Ring of Divine Might
- increased damage to 25 from 15
Blood Soaked Wand
- decreased cast time to 1.5 secs