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I was testing refresher with crimson today and used refresher after having casted crimson and waited for its duration to burn out. After recasting crimson and not getting the effect again, I took note of what the highlight of the buff stated.
"A unit cannot be effected by crimson guard that has recently been used on"
This is really stupid.... not that not being able to recast crimson twice is really the problem perse, but consider how much this could be establishing a flaw in classifying the item and therefore its functionality.
It is casted like a spell, lasts a duration and has a cooldown, yet.... it costs no mana.
A friend and I were discussing alternative function today and I said... what if it could be turned on and off at will to block attack instances to really get a feel that this is not so much a spell but more of a weapon or a tool of skill. And then there would be like a cooldown still but a reserved amount of time that keeping crimson guard activated would be burned up.
This was a cool thought but it was either over powered as my friend put it, or too awkward in function as I felt, considering that its purpose is to be used against attack speed.
So finally I said, why can't it be cast on a single enemy target or maybe small AoE so that if any of or that particular enemy hero comes with in a certain range that it turns crimson guard on and if the enemy exists that range it turns off and still burns a reserve amount of time that a player gets back after cooldown.
Then they could say that crimson guard cannot really be classified as a spell and therefore cannot be refreshed.
It would have to have more of an exclusive initiation use against long ranged attackers though....
Strong pushes, deathball, high population durability turns skirmishes into tower taking. You get the idea. There has to be a cool down period on receiving the buff regardless of refreshing the item. The same argument holds true for mekansm.
Pipe became a defensive item for nuke meta
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