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Old 11-19-2010, 04:14 PM   #1
Lithary
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Lightbulb Hood + Pipe [Remake]


Hello there everybody!
This time I plan to ruin these two items with my idea.
Anyway, problem with these two items is that:
1) Hood doesn't get full benefit of items it's made of.
2) Pipe has one huge fail of a recipe and it's bonuses could use a little buff.




Notes:




Here I just suggest to increase HP regeneration to 9 HP/sec.
Everything else is fine and dandy about this item.


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Last edited by Lithary; 07-23-2013 at 08:37 AM.
Old 11-19-2010, 05:27 PM   #2
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Default Re: Hood + Pipe [Remake]

Armour and magic resist on the same item is a huge nono.
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Old 11-19-2010, 05:36 PM   #3
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Default Re: Hood + Pipe [Remake]

Why is that such a taboo in DotA?
I never saw that as a problem, especially in these suggestions where armor bonus isn't big.
Also, armor bonus for 3rd version is an aura, meaning that since it doesn't stack with other aura bonuses making it is actually a pretty limited armor bonus.
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Old 11-19-2010, 07:46 PM   #4
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Default Re: Hood + Pipe [Remake]

It's considered bad because it's scaling protection from everything, unlike a straight hp boost which is only ever so effective.
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Old 11-19-2010, 07:57 PM   #5
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by Monsterlord View Post
It's considered bad because it's scaling protection from everything, unlike a straight hp boost which is only ever so effective.
I don't consider it bad, but that's not important now since I've suggested a version without armor boost.
Do you at least like that one?
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Old 11-20-2010, 03:06 AM   #6
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Default Re: Hood + Pipe [Remake]

T-up! Makes Pipe even more of a team-oriented item and it's also an indirect buff to Meepo It's actually an AWESOME indirect buff to Meepo, cos it gives him 2 Hp regen auras for his clones.

E: for Hood
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Last edited by Captain Planet; 11-20-2010 at 06:00 AM.
Old 11-20-2010, 07:27 AM   #7
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Default Re: Hood + Pipe [Remake]

Quote:
I don't consider it bad, but that's not important now since I've suggested a version without armor boost.
Do you at least like that one?
I do tbh. I've always wondered why Headdress was a component.
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Old 11-20-2010, 04:21 PM   #8
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Default Re: Hood + Pipe [Remake]

You nerf Hood to buff pipe?
Hmmm, ok.

T-D for armor versions.
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Old 11-21-2010, 12:23 AM   #9
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by Dynes View Post
You nerf Hood to buff pipe?
Hmmm, ok.

T-D for armor versions.
Why yes, 30% kinda seems too much for Hood in my opinion.

Anyway, I hope that your T-D for armor versions means T-U for HoR version.
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Old 11-21-2010, 06:48 AM   #10
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Default Re: Hood + Pipe [Remake]

Ok. Now that you have multiple version of Pipe, I'm specifying T-up for Version 1 only.
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Old 11-21-2010, 07:53 AM   #11
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by Lithary View Post
Why yes, 30% kinda seems too much for Hood in my opinion.
Well the natural 25% resistance + diminishing 30% isn't as significant of a change compared to a change from 0% to + 30% resistance, that's why HoD grants 30%.
Anyways a change to add diminishing 25% instead isn't that big as well.

Quote:
Originally Posted by Lithary View Post
Anyway, I hope that your T-D for armor versions means T-U for HoR version.
Sure, whatever you want to make of it...
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Old 11-22-2010, 01:08 AM   #12
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Default Re: Hood + Pipe [Remake]

Btw, Version 2 for Pipe is the version that IceFrog originally had for Pipe, then he remade it. So Version 2 is never gonna fly (thus you might as well remove it)
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Old 11-24-2010, 04:02 PM   #13
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by Dynes View Post
Well the natural 25% resistance + diminishing 30% isn't as significant of a change compared to a change from 0% to + 30% resistance, that's why HoD grants 30%.
Anyways a change to add diminishing 25% instead isn't that big as well.
True, but this way it will scale better Cloak/Hood/Pipe 15/25/35% magic resistance.
Still, I'm not doing that only because of the pretty numbers, I do is to make a contrast between tier of those items.

Quote:
Originally Posted by Dynes View Post
Sure, whatever you want to make of it...
Thank you Santa! ^^

Quote:
Originally Posted by The_Juggernaut™ View Post
Btw, Version 2 for Pipe is the version that IceFrog originally had for Pipe, then he remade it. So Version 2 is never gonna fly (thus you might as well remove it)
Ach, I'm too lazy.
I'll let ti remain there just in case.
I know it's not gonna fly, but still, it's my baby and let it stay there with rest of my children (until I decide to eat it that is).
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Old 11-24-2010, 04:45 PM   #14
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Default Re: Hood + Pipe [Remake]

IMO hood is fine.
T-up on the 3rd version of pipe though.
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Old 11-28-2010, 05:28 PM   #15
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by Pingus! View Post
IMO hood is fine.
T-up on the 3rd version of pipe though.
That one is my personally favorite also.
Still, I think that Hood could use that nerf since it will make also magic resistance scale properly (15/25/35%).
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Old 06-11-2011, 11:51 PM   #16
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Default Re: Hood + Pipe [Remake]

A bump with tits of onion ice cream!
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Old 06-12-2011, 08:35 AM   #17
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Default Re: Hood + Pipe [Remake]

Well as someone said: remove version 2 since it's already been remade from that. T-up for version 1 if the +3hp/sec dosnt apply to yourself.
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Old 06-12-2011, 08:43 AM   #18
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Default Re: Hood + Pipe [Remake]

T-up on hood and Version 3!
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Old 06-12-2011, 08:54 AM   #19
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Default Re: Hood + Pipe [Remake]

Oh and you won't be needing v3 of Pipe, either, since that's not only giving +armour, it's a friggin' AURA, which is even more OP on Pipe. V1 is the only one that's actually balanced in that sense, I'm afraid.
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Old 06-12-2011, 09:47 AM   #20
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Default Re: Hood + Pipe [Remake]

It's done, I've killed them.
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Old 06-12-2011, 10:16 AM   #21
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Default Re: Hood + Pipe [Remake]

T-Up finally the pipe would be significantly better than hood.
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Old 06-12-2011, 12:39 PM   #22
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Default Re: Hood + Pipe [Remake]

Your suggested rebalancing of the Hood seems fine.

About the Pipe, I'd reduce the stat gain from +5 to +2 or +3. Mekanism gets to have +5 since both its components give +2 stats.

I also suggest having the healing aura not stack with Headress (kind of like with Yasha, Manta and S+Y).
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Old 06-22-2011, 07:26 AM   #23
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by js_striker View Post
About the Pipe, I'd reduce the stat gain from +5 to +2 or +3. Mekanism gets to have +5 since both its components give +2 stats.
The thing is, it's kinda silly to see such small bonus on relatively high tier item.
Still, if it is proven too good in the end, I might reduce it to +3 to all attributes, but not a single attribute less.
Will need more people to tell me their opinion before I do that.

Quote:
Originally Posted by js_striker View Post
I also suggest having the healing aura not stack with Headress (kind of like with Yasha, Manta and S+Y).
Why not?
If you spend all that money and item slots on them, that I think you deserve those auras.
It would be a real kick to the balls if they don't stack.
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Old 06-23-2011, 01:21 AM   #24
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Default Re: Hood + Pipe [Remake]

Hood of Defiance: 25% spell resist + 9 hp/sec.

Pipe: 35% spell resist + 10 hp/sec (along with +3 hp/sec aura) + 3-5 all stats + Barrier.


Way better than the current.

Huge t-up.

PS: I'd rather +3 all stats.
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Old 06-23-2011, 02:32 AM   #25
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Default Re: Hood + Pipe [Remake]

Tup on pipe!

PS: +3 stat should be enough, not that it would make THAT much difference on a 3600+ gold item...
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Old 06-23-2011, 04:03 AM   #26
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by Lithary View Post
Quote:
Originally Posted by js_striker
I also suggest having the healing aura not stack with Headress (kind of like with Yasha, Manta and S+Y).
Why not?
If you spend all that money and item slots on them, that I think you deserve those auras.
It would be a real kick to the balls if they don't stack.
The general tendency I've seen for items with similar effects is for them not to stack. Examples of this would be:

Yasha, Sange+Yasha and Manta Style
Ring of Basilus, Vladimir's Offering and Assault Curiass
Orb Effects and Buff Placers

With this in mind, I figured it would be simpler to just have your new version of the Pipe to give off the same aura as Headdress of Rejuvenation, especially since they have exactly the same effect.

Of course, all of this is subjective, based on my own personal preferences. You as well as Icefrog, if he decides to implement this, might see it differently.
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Old 06-23-2011, 06:19 AM   #27
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Default Re: Hood + Pipe [Remake]

t-up on(magic resist) nerf HoD to buff KpOI

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Old 06-23-2011, 09:29 AM   #28
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by js_striker View Post
The general tendency I've seen for items with similar effects is for them not to stack. Examples of this would be:

Yasha, Sange+Yasha and Manta Style
Ring of Basilus, Vladimir's Offering and Assault Curiass
Orb Effects and Buff Placers

With this in mind, I figured it would be simpler to just have your new version of the Pipe to give off the same aura as Headdress of Rejuvenation, especially since they have exactly the same effect.

Of course, all of this is subjective, based on my own personal preferences. You as well as Icefrog, if he decides to implement this, might see it differently.
PotL and AC negative armor aura stack.
Meka and HoR aura stack.
It's not some trend (and even if it was, it doesn't mean it should be followed), but just a matter of balance.
In this case, it wouldn't be imbalanced at all.

Quote:
Originally Posted by Dr_JP View Post
Hood of Defiance: 25% spell resist + 9 hp/sec.

Pipe: 35% spell resist + 10 hp/sec (along with +3 hp/sec aura) + 3-5 all stats + Barrier.


Way better than the current.

Huge t-up.

PS: I'd rather +3 all stats.
Hmmm... I'll wait a bit more, but I might actually change it to +3 if I get more requests to do so.

Edit:
Eh, what the heck.
I've nerfed it to +3 to all attributes.
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Old 06-23-2011, 12:52 PM   #29
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Default Re: Hood + Pipe [Remake]

A t-up for me. In fact, even if you don't add the +1 regen on HoD I think it would still be ok.
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Old 06-23-2011, 04:53 PM   #30
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by Lithary View Post
...

Quote:
Originally Posted by js_striker
I also suggest having the healing aura not stack with Headress (kind of like with Yasha, Manta and S+Y).
Why not?
If you spend all that money and item slots on them, that I think you deserve those auras.
It would be a real kick to the balls if they don't stack.
Quote:
Originally Posted by js_striker View Post
The general tendency I've seen for items with similar effects is for them not to stack. Examples of this would be:

Yasha, Sange+Yasha and Manta Style
Ring of Basilus, Vladimir's Offering and Assault Curiass
Orb Effects and Buff Placers

With this in mind, I figured it would be simpler to just have your new version of the Pipe to give off the same aura as Headdress of Rejuvenation, especially since they have exactly the same effect.

Of course, all of this is subjective, based on my own personal preferences. You as well as Icefrog, if he decides to implement this, might see it differently.
Quote:
Originally Posted by Lithary View Post
PotL and AC negative armor aura stack.
Meka and HoR aura stack.
It's not some trend (and even if it was, it doesn't mean it should be followed), but just a matter of balance.
In this case, it wouldn't be imbalanced at all.
I was merely stating what went through my mind when I made the suggestion about the auras not stacking. You feel like they should, I feel like they shouldn't. You asked me why I thought so, and I responded. I even said that my opinions were biased in that regard.

*shrugs*

Its not really a big deal enough for me to make a big deal out of it.
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Old 06-24-2011, 09:39 AM   #31
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Default Re: Hood + Pipe [Remake]

I was just surprised, that's all.
No big deal.
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Old 06-24-2011, 09:59 AM   #32
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Default Re: Hood + Pipe [Remake]

A T-Up from me.

Btw, the 500 AoE aura is pretty good. You can see who is under the AoE so you could activate Pipe correctly.
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Old 06-24-2011, 12:39 PM   #33
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Default Re: Hood + Pipe [Remake]

T-up on +9 hp regen for hood.
T-up on 10+3 aura regen for pipe.
T-down on resistance changes.
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Old 06-29-2011, 10:37 AM   #34
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Default Re: Hood + Pipe [Remake]

Quote:
Originally Posted by sekainokami View Post
A T-Up from me.

Btw, the 500 AoE aura is pretty good. You can see who is under the AoE so you could activate Pipe correctly.
Didn't think of that, but it's true actually.

Quote:
Originally Posted by willcruncher View Post
T-up on +9 hp regen for hood.
T-up on 10+3 aura regen for pipe.
T-down on resistance changes.
Well, it's there to make scaling between items better.
Also, 15% extra magic resistance for 0 gold is kinda too much.
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Old 06-29-2011, 01:04 PM   #35
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Default Re: Hood + Pipe [Remake]

T-Up
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Old 06-29-2011, 01:11 PM   #36
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Default Re: Hood + Pipe [Remake]

T-Up, if this gets through everyone will be so jolly and happy and sing songs and that kind of shit
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Old 06-30-2011, 11:31 PM   #37
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Default Re: Hood + Pipe [Remake]

Bumping!

I would also like to see Pipe without "Regeneration Aura" but with +12 hp/sec (from every HP regen its components have).

Two slots (another hp regen item) and we could reach around 20 hp/sec, 1% regen for a 2000 hp hero.
It would be pretty interesting, IMO, to heroes to need to tank and help their team alike.
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Old 07-02-2011, 03:39 PM   #38
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Default Re: Hood + Pipe [Remake]

I totally support this! I never understood why Pipe doesn't have any single bonus from HoR. This also looks pretty well balanced.
T-up!

T-null on the Hood since I kinda don't care.
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Old 07-02-2011, 08:03 PM   #39
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Default Re: Hood + Pipe [Remake]

T-up! That's why i rarely buy pipe. It feels like wasted gold.
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Old 07-04-2011, 10:42 PM   #40
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Default Re: Hood + Pipe [Remake]

You already know...
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