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Total Cost: 2025
Effects: +6 All Stats
Passive: Resistance Aura: All nearby allied heroes (in 800 AOE) gain +15% magic resistance.
Active: Impunity: Target unit becomes magic immune for 4 seconds. Cast range: 600. Cooldown: 60. Note: Same mechanic as Repel.
Tell me what you think. I kind of came up with it thinking there should be a cost effective BKB of sorts, something even a support could afford to aid in escaping, while still being of use to a team.
I really like this idea although it seems quite imba if someone else on your team also had a pipe. Does not sound overpowered by itself at all. The only thing I have to say is that the active seems a bit too good for the price. You could just make it a bit more expensive by adding in a Belt of Strength or by increasing the recipe price a bit so that it makes up for the 6 additional stats, active and passive.
I think it sounds pretty incredible for the cost. That's like a 4s BKB you don't have to have your carry farm, plus with two you could keep them rightclicking for most of the fight. Just for you it's a guaranteed TP escape, and for many heroes like bane/enigma this is all they need to be gamebreaking.
Plus, 15% magic resist is a super big deal. That's a level 3 Rubick Null Field, or a 550$ item for you entire team. Sure that's what Vlads gives for physical, but magic is arguably more important at the stages this would be built.
The idea is great, but I think the active should be immunity to magic damage not disable, and the aura should be no higher than 10%, with 7.5 more likely.
The thing about Magic Resistance is that it scales off. You start with a natural 25% resistance, but buying a hood of defiance (30%) doesn't put you at 55% resistance. Saying that because it's like 3 levels in null field makes it bad (in terms of imba) is like saying that BKB is imba because it's like Omniknight's repel in item form. It's effective enough to make a difference, but in a large teamfight it would be blocking no more than a Mek would heal, different depending on the situation of course.
I can see your point on the active, though. Perhaps immunity from magic damage for 4s, effects still go through the active though? Stuns, slows, etc will still take effect on you, but you simply wont take the damage. Along with a minor recipe cost increase, perhaps?
Edit: As well, I think there should be some kind of debuff as to hinder this item being picked up more than once on a team. Obviously the aura doesn't stack, but perhaps the active cannot be placed on the same hero more than once per 60 seconds? It could still leave room for it to be picked up more than once, but you couldn't keep your carry completely magic damage immune for an entire fight, basically.
how about decreasing casting range & aoe for aura making this more effecting on melee supports rather than ranged ones ?
similar to how abyssal is never gotten on ranged heroes, this should be nearly never picked up on ranged supports ?
What's wrong with it being picked up on ranged supports? It was designed so that squishy supports could be of use to the team and have a bit a way to survive if ganked or caught out. Most melee supports (Tide, Ogre, Treant) are beefy enough as is and don't suffer the same problems as squishy ranged supports (Crystal Maiden, Vengeful Spirit, Venomancer).
It depends on what you want this item to do exactly, tbh supports already have a lot of ways of avoiding/kitting physical damage in general (force, ghost, eul, even mek to some degree), I'm not sure it's such a good idea giving your average support magic invulnerability as well.
You could try following the recipe that bkb does, worthless passive status but a great situational active, meaning remove the magic resistance aura & either just keep that bonus on self or remove it completely (we can pretend it's "consumed" by the 4 seconds magic damage invulnerability).
This item has the potential to be quite broken now that I think of it, it's basically better than a pipe against burst magic damage (qop wave, zeus, lion/lina, sand king, shaker, nyx, etc...) although it requires far better timing, and weaker vs consistent magic dot (leshrac, venomancer, seer, bat, storm, etc...) .
Would be interesting to see it in action, I have the impression it will have as big of an impact as force staff did in the beginning.
If it blocks magic dmg, does this mean it would block pure dmg orbs as well ? (destroyer, ench, silencer)
you also said you would be similar to repel, does that mean the effect would get removed by purge ?
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