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Gains charges (max 18) based on enemies using abilities in a nearby area. When activated, it restores health and mana over time, based on the number of charges stored. One charge depletes in 1.25 seconds.
Perception charge passive:
Beeps when an invisible enemy is nearby (625 range)
Perception charge active:
The bearer gains true sight (950 range)
Reduces normal sight by 50
Can be toggled on/off
Also gains charges when an enemy invisible hero casts a spell within 425 range without breaking invisibility.
Does not drop on death.
Its a very interesting item but many of the benefits are seemingly random.
Lose true sight
lose 6 int and strength, lose 3 agility
lose 6 damage
get 4 armor
get 3 hp regen
get 6 mana regen from nowhere
has two activated abilities?
beeps (really weird mechanic, I understand the idea but still I don't think Dota would effectively use a mechanic like that. Idk though)
does it gain 2 charges from invisibility cast spells? This also basically only happens for riki.
First off, the stat gain should be +9 or +10. The damage should be there, and the mana regen isn't needed.
The wands over time seems just thrown in there, and I don't see a need for wands to regen over time. (Max charges is like 25 seconds to fully heal you.) The healing/second or healing/charge isn't stated.
As for this I would leave it the way it is, wands are intended to be a burst to get the edge in early fights. Having to plan ahead and use the wand at the beginning of a fight would reduce the item's use.
True sight is also supposed to be unsafe to have. I understand this is an expensive item, but taking away the risk makes it such a good item to have (free dewards forever). 50 sight isn't that much anyways and I can't see a situation where it would be turned off.
All the rest of the stuff in there is just thrown in to increase the cost and give it more than 4 stats.
I don't think an item that builds from a gem of true sight will ever work. However, I think that making another item that has similar benefits, but weaker, might work.
However, a wand building into a gem-like item is also weird.
Here's my suggestion: split it into two items, one that is an upgraded wand, and one that is a weaker gem that isn't lost on death.
(Feel free to use any of this or ignore it.)
+10 all stats
+25 attack speed
Active: Slip into Shadows
User becomes invisible, ethereal, and gain 20 health and mana regeneration per charge, all for 4 seconds. Casting spells does not break invisibility. 10 cooldown
(Gains a charge whenever an enemy hero casts a spell yadda yadda up to a max of 8 charges)
+8 health and mana regeneration
+100 vision radius
Choose either one of the passives or the active (whichever is cooler, this is not ingame but when implemented)
Active: Opened eyes
Grants true sight up to 1000 radius for 7 seconds, only reveals units (not wards). 35 cooldown
Passive: Cloudy Lense
Grants true sight in a 1000 meter line in the direction you are facing. Truesight remains for 1.5 seconds after the line leaves a unit, only reveals units (not wards).
Passive: Cloudy Lense
Reveals all invisible enemy units in a 850 aoe in the same way Charge of Darkness does.
This is all just my opinion, take or leave my ideas as you will.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
Here is the start of your table imperfectly copied and formatted a little better.
Cost
Component
Benefit
465
Magic Wand
Charge effect
470
Null Talisman
+3 all stats, +3 int, +3 damage
To see how this works click quote in the top right corner of the reply.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
Its a very interesting item but many of the benefits are seemingly random.
Lose true sight
lose 6 int and strength, lose 3 agility
lose 6 damage
get 4 armor
get 3 hp regen
get 6 mana regen from nowhere
has two activated abilities?
beeps (really weird mechanic, I understand the idea but still I don't think Dota would effectively use a mechanic like that. Idk though)
does it gain 2 charges from invisibility cast spells? This also basically only happens for riki.
First off, the stat gain should be +9 or +10. The damage should be there, and the mana regen isn't needed.
The wands over time seems just thrown in there, and I don't see a need for wands to regen over time. (Max charges is like 25 seconds to fully heal you.) The healing/second or healing/charge isn't stated.
As for this I would leave it the way it is, wands are intended to be a burst to get the edge in early fights. Having to plan ahead and use the wand at the beginning of a fight would reduce the item's use.
True sight is also supposed to be unsafe to have. I understand this is an expensive item, but taking away the risk makes it such a good item to have (free dewards forever). 50 sight isn't that much anyways and I can't see a situation where it would be turned off.
All the rest of the stuff in there is just thrown in to increase the cost and give it more than 4 stats.
I don't think an item that builds from a gem of true sight will ever work. However, I think that making another item that has similar benefits, but weaker, might work.
However, a wand building into a gem-like item is also weird.
Here's my suggestion: split it into two items, one that is an upgraded wand, and one that is a weaker gem that isn't lost on death.
(Feel free to use any of this or ignore it.)
+10 all stats
+25 attack speed
Active: Slip into Shadows
User becomes invisible, ethereal, and gain 20 health and mana regeneration per charge, all for 4 seconds. Casting spells does not break invisibility. 10 cooldown
(Gains a charge whenever an enemy hero casts a spell yadda yadda up to a max of 8 charges)
+8 health and mana regeneration
+100 vision radius
Choose either one of the passives or the active (whichever is cooler, this is not ingame but when implemented)
Active: Opened eyes
Grants true sight up to 1000 radius for 7 seconds, only reveals units (not wards). 35 cooldown
Passive: Cloudy Lense
Grants true sight in a 1000 meter line in the direction you are facing. Truesight remains for 1.5 seconds after the line leaves a unit, only reveals units (not wards).
Passive: Cloudy Lense
Reveals all invisible enemy units in a 850 aoe in the same way Charge of Darkness does.
This is all just my opinion, take or leave my ideas as you will.
Sorry for the late post, I had a tons of stuff to do.
Thank you for your answer and also for sharing your idea. I'm still rethinking this item and am still gathering additional ideas on the ingredients so that allowing the rich support to build it from the items he/she is using anyways.
Also, I got the same answer for my idea to fuse hyper stone to an item that'll grant you armor or something else 10 years ago - that it'll ever work. This will be dependent on the developers if they read this at all (which I assume they do).
Rep given, thanks for the table!
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pittman
Posts: 2
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog
pittman
Posts: 2