Developer's Blog
Register Low Fi Mark Forums Read

Reply
 
Thread Tools
Old 12-16-2011, 10:33 PM   #1
okrane
Banned
 
Join Date: Oct 2011
Posts: 1,458
Blog Entries: 5
okrane is offline

Default [Item Suggestion] Vampiric Orb


Important Remark: Numbers in the item description are not final. If you believe the numbers are too low/high post below with your reasoning and I will adjust them


The idea behind the item

The item I am suggesting is aimed at intelligence heroes with large mana pools in the end game. Basically the first aim of the item is to provide a good survivability item for intelligence heroes that can afford it, comparable to the effects of big health pools for stregth stacking strength heroes, as well as high armor, life stealing agility carries.

The second use for this item, is to give a purpose to the huge mana pools of well farmed intelligence heroes, which, in the end-game lose the need for mana, making that extra intelligence a less worthy stat. The idea is to be able to trade all that extra mana back into survivability.

This can become a core item on intelligence carries such as Silencer, Destroyer, Storm Spirit, however, it remains mostly a secondary item for such heroes as the raw stats it adds are pretty poor for quite a steep cost.

The final aim of the item is to give the opportunity, of heavy snowballing nukers to become effective carries for the team, by adding them a good chunk of survivability in battle.

Without further ado, here it is:




Vampiric Orb

5200

Bought From :
Arcane Sanctum

An orb used in most obscure rituals performed by the vampiric cult of the Terathion swamp. It is said that the orb is capable of transforming magical energies into vitality for the one that unlocks its secret.

Energy Booster 1000 gold
Mask of Death 900 gold
Recipe 1100
Recipe 1100
Recipe 1100
Old
New
250 mana300 mana
10% LifestealPassive: Vampiric Affinity
 Toggled Active: Blood Pact
Passive: Vampiric Affinity
  • When dealing any non-physical damage, you recover health based on the damage dealt.
  • Health recovered is equal to 10% / 15% / 20% of damage dealt.
Toggled Active: Blood Pact
  • Activate the orb to continually consume mana to increase your health regeneration.
  • Mana Cost: 75/100/125 mana per second
  • Health Regeneration: 45/70/100 HP per second.
  • Formula: [(2.5*ItemLvl^2)+(17.5*ItemLvl)+25]

Alternative Icons


Explanations:
  • Non-Physical Damage means exactly that: all damage that isnt an autoattack or a physical ability. This includes magical (for most spells) or pure damage (such as Destroyer's and Silencer's orbs)
  • The stats the item adds are quite small for a carry-type hero. Only 300 mana, no intellect so no damage, no mana regeneration or other kind of utility. So this item is not exactly a rush-to item.
  • Because its not a rush to item, I expect the stats to be balanced as to rushing it does not increase the viability of mid-game nukers. The vampiric spell attacks can prove problematic if gotten early. However, given that this item adds minor survivability early on (i.e. no strenth, no health, only a short regen that cannot be sustained because of the low mana pool) I aim this item to be ignored by most nukers early-mid game.
  • Once a caster carry, or snowballing nuker, has built a sufficiently large mana pool (as in any combo of Scythe-Orchid-Shiva-Bloodstone-Euls etc) he will have a largely sufficient mana pool to spam all his spells and still have a lot to spare.
  • This is where this item comes in as the equivalent of Satanic for intelligence heroes, giving them a good boost of in-combat regen in order to keep up with the strong Agility or Strength carries.
  • As a special mention, it can become a very good "lifesteal and survivability" on Destroyer and Silencer due to their huge mana pool and pure damage.

Notable Ideas from the Thread
  • Disable the Active Skill while Disabled.
  • Add some sort of Limitation to the passive heal coming from AoE damaging Spells
    • Reduce the percentage only for AoE spells.
    • Reduce the percentage of the heal the more enemies it hits: i.e first heals 20%, second 10% third 5% and so on.
    • Reduce the non-hero damage contribution to the healing. i.e. damaging an enemy hero heals you for 20%, damaging enemy creep or neutral 5%
    • put a cap to the maximum enemies the effect can trigger for one spell.
  • Passive is Uncode-able
    • Make it work like Naix Open Wounds
    • Make the heal dependant on the Mana Cost of the Spell
    • Dota 2 won't have this problem
  • The passive should not heal you for damage you do to yourself.

FAQ

What about Destroyer and Silencer orb attacks? Will they get healed through Vampiric Affinity using those orb attacks?

Yes. The item as I have conceived it initially is to give them a life leech from those pure damage attacks. Keep in mind, only the pure damage part would get the healing done, not the physical part of the attack. That is, if Silencer deals 40 extra pure damage from his orb, he will heal 20% * 40 = 8 health per hit from this.

Now if this proves to be too strong, I don't have any issue with making it work only on abilities. It is not the core intent of the item.

This will be soooo overpowered on Obsidian Destroyer!

Short Answer: Theorycraft post on page 2: http://www.playdota.com/forums/showp...9&postcount=23.
Conclusion is, the healing from the Passive of the Item in conjunction with the Orb is not overwhelming. The huge autoattack damage of OD has a good part of Physical Damage which won't contribute to the healing from the item.

Long Answer: You have to also count in the opportunity cost of spending all that gold. I mean sure, the healing power is potent, but the item doesn't bring much more than that. No hex on demand like Scythe, no silence on demand like Orchid, no armor and aoe frost blast like Shiva also no intellect to boost the autoattack damage.

So while on paper it might seem that a fed destroyer with 4k mana and Vampiric Orb is unstoppable, fact is that maybe buying that Scythe of Vyse instead of the Vampiric Orb would make him even more unstoppable.

Also, this item won't help his early game, neither the fact that he can still be bursted down or CC-ed.


Change List

- 17/12/2011 Tweaked the Blood Pact ability in respect to the suggestion of DrQwertySilence on the first page. (Waiting for more input)
From 75 flat mana cost and 50/75/100 regen to 75/100/125 mana and 45 / 75 / 100 regen.

- 17/12/2011 Initially Posted the item suggestion.
  Reply With Quote
Last edited by okrane; 04-07-2012 at 04:57 PM. Reason: tweaks, faq
Old 12-16-2011, 11:42 PM   #2
chanhalzkie
Member
 
Join Date: Oct 2011
Posts: 20
chanhalzkie is offline
Default Re: [Item Suggestion] Vampiric Orb

Just Like Morphling's Morph Skill..
But That's Way Too Much..
Reduce It To 10/20/30

But I Like It
  Reply With Quote
Old 12-17-2011, 04:11 AM   #3
Hugaw
Member
 
Hugaw's Avatar
 
Join Date: Sep 2009
Location: Roshan Pit
Posts: 1,154
Hugaw is offline
Default Re: [Item Suggestion] Vampiric Orb

woaw.... cool item for heavy spell casters.. and tweak the numbers or mechanics on that matter on bloodpact, special mention to OD (thereisnospoon guy) you dont want a constant 100hp/second on OD do we?
  Reply With Quote
Old 12-17-2011, 04:28 AM   #4
ILLUSTRIKE
Member
 
ILLUSTRIKE's Avatar
 
Join Date: Feb 2010
Location: Ashford Academy
Posts: 4,048
Blog Entries: 2
ILLUSTRIKE is offline
Default Re: [Item Suggestion] Vampiric Orb

WOAH....very very awesome items for my beloved fragile int heroes!! just tweak some numbers and it will be ok!!
__________________
"Use me as you will, pull my strings just for a thrill.
Coz I know I'll be ok thought my skies are turning gray."


  Reply With Quote
Old 12-17-2011, 06:32 AM   #5
DrQwertySilence
Member
 
DrQwertySilence's Avatar
 
Join Date: Sep 2011
Posts: 305
DrQwertySilence is offline
Default Re: [Item Suggestion] Vampiric Orb

A really interesting item.
Vampiric Affinity: Nice ability, I don't see problems with the numbers here.

Blood Pact: Also a good ability, but for the mana conversion I prefer a factor of 0.6/0.7/0.8 of the mana wasted per second, because int heroes generally have more mana that HP. I mean, lemme do a remake:


Toggled Active: Blood Pact
  • Activate the orb to continually consume mana to increase your health regeneration.
  • Mana Cost: 75/100/125 mana per second
  • Health Regeneration: 45/70/100 HP per second.
  • Formula: [(50+25*ItemLvl)*(0.5+0.1*ItemLvl)] => [(2.5*ItemLvl^2)+(17.5*ItemLvl)+25]

Also, Icon fixed: Name:  BTNspell_deathknight_bloodtap.png
Views: 232876
Size:  6.9 KB

T-Up anyway, because I like Int-Hero-Carries and invoker go to get a big smile. <.<
Attached Files
File Type: 7z spell_deathknight_bloodtap.7z (17.3 KB, 23 views)
  Reply With Quote
Last edited by DrQwertySilence; 12-23-2011 at 09:11 PM.
Old 12-17-2011, 06:33 AM   #6
okrane
Banned
 
Join Date: Oct 2011
Posts: 1,458
Blog Entries: 5
okrane is offline
Default Re: [Item Suggestion] Vampiric Orb

Thanks for the replies guys. I do agree that 100hp per second is very high, especially on heroes like destroyer who will be able to sustain it indefinitely.

Thing is I dont know if I should nerf it by lowering the healing part or by increasing the mana cost. Lowering the healing too much would render it too weak in combat, but increasing the mana cost would be a more severe nerf to heroes without an innate strong mana recovery skill.

Oh well, nerfed the healing by half for now.

EDIT:

I actually love the idea above. Using that instead.
Thanks.
  Reply With Quote
Old 12-17-2011, 06:38 AM   #7
alexjz
Member
 
alexjz's Avatar
 
Join Date: Jun 2009
Posts: 412
alexjz is offline
Default Re: [Item Suggestion] Vampiric Orb

Like it, T-up
__________________
  Reply With Quote
Old 12-17-2011, 07:59 AM   #8
SB.Ale
Member
 
SB.Ale's Avatar
 
Join Date: Jul 2009
Location: Brazil (Brasil)
Posts: 3
SB.Ale is offline
Default Re: [Item Suggestion] Vampiric Orb

Cool iten =]
__________________
  Reply With Quote
Old 12-17-2011, 03:59 PM   #9
viniz0r
Member
 
Join Date: Nov 2009
Posts: 21
viniz0r is offline
Default Re: [Item Suggestion] Vampiric Orb

nice
  Reply With Quote
Old 12-18-2011, 07:41 PM   #10
okrane
Banned
 
Join Date: Oct 2011
Posts: 1,458
Blog Entries: 5
okrane is offline
Default Re: [Item Suggestion] Vampiric Orb

any more constructive feedback?
  Reply With Quote
Old 12-18-2011, 07:59 PM   #11
DrQwertySilence
Member
 
DrQwertySilence's Avatar
 
Join Date: Sep 2011
Posts: 305
DrQwertySilence is offline
Default Re: [Item Suggestion] Vampiric Orb

What about mana bonus per level, something like +25 or +50:

[250+X*ItemLvl]

Lvl1:275~300
Lvl2:300~350
Lvl3:325~400

But dunno really.
  Reply With Quote
Old 12-19-2011, 02:04 PM   #12
Pr3zarVon1k
Member
 
Pr3zarVon1k's Avatar
 
Join Date: Jul 2010
Posts: 90
Pr3zarVon1k is offline
Default Re: [Item Suggestion] Vampiric Orb

just awesome
  Reply With Quote
Old 12-19-2011, 10:46 PM   #13
D' Eradicated
Member
 
D' Eradicated's Avatar
 
Join Date: Jul 2009
Location: Philippines
Posts: 2,647
Blog Entries: 7
D' Eradicated is offline
Default Re: [Item Suggestion] Vampiric Orb

T-Up... Definitely good for nukers... A must-have...
  Reply With Quote
Old 12-20-2011, 11:06 PM   #14
gheox
Member
 
gheox's Avatar
 
Join Date: Apr 2010
Posts: 46
gheox is offline
Default Re: [Item Suggestion] Vampiric Orb

yeah nice item , show it to icefrog
  Reply With Quote
Old 12-21-2011, 04:37 PM   #15
okrane
Banned
 
Join Date: Oct 2011
Posts: 1,458
Blog Entries: 5
okrane is offline
Default Re: [Item Suggestion] Vampiric Orb

Quote:
Originally Posted by gheox View Post
yeah nice item , show it to icefrog


Any particular way to do that? Or is it just leaving it here on the forums and hoping it gets noticed?
  Reply With Quote
Old 12-21-2011, 11:17 PM   #16
Dodsferd
Member
 
Join Date: Dec 2011
Posts: 10
Dodsferd is offline
Default Re: [Item Suggestion] Vampiric Orb

No need at all.
  Reply With Quote
Old 12-22-2011, 10:20 PM   #17
DrQwertySilence
Member
 
DrQwertySilence's Avatar
 
Join Date: Sep 2011
Posts: 305
DrQwertySilence is offline
Default Re: [Item Suggestion] Vampiric Orb

Quote:
Originally Posted by Dodsferd View Post
No need at all.
I think you aren't needed at all. Better quality posts please.
  Reply With Quote
Old 12-23-2011, 10:39 AM   #18
MaxQuest
Member
 
MaxQuest's Avatar
 
Join Date: Sep 2009
Posts: 1,054
MaxQuest is offline
Default Re: [Item Suggestion] Vampiric Orb

T-Up, in case it will really be an orb effect.
T-Down otherwise, since it will be too strong on OD, Silencer and akin.
__________________
  Reply With Quote
Old 12-23-2011, 07:08 PM   #19
DrQwertySilence
Member
 
DrQwertySilence's Avatar
 
Join Date: Sep 2011
Posts: 305
DrQwertySilence is offline
Default Re: [Item Suggestion] Vampiric Orb

MaxQuest: Don't work on OD and Silencer, read the notes.
Non-Physical Damage means exactly that: all damage that isnt an autoattack or a physical ability. This includes magical (for most spells) or pure damage (such as Destroyer's and Silencer's orbs)

A question, who is akin? D:
  Reply With Quote
Old 12-23-2011, 07:59 PM   #20
MaxQuest
Member
 
MaxQuest's Avatar
 
Join Date: Sep 2009
Posts: 1,054
MaxQuest is offline
Default Re: [Item Suggestion] Vampiric Orb

Oh,.. I've missed that note, but have paid attention to the idea explanation (that's above the summary), were is stated: "This can become a core item on intelligence carries such as Silencer, Destroyer, Storm Spirit [...]", and this confused me..

Quote:
This can become a core item on intelligence carries such as Silencer, Destroyer, Storm Spirit, however, it remains mostly a secondary item for such heroes as the raw stats it adds are pretty poor for quite a steep cost.

The final aim of the item is to give the opportunity, of heavy snowballing nukers to become effective carries for the team, by adding them a good chunk of survivability in battle.


P.S. "akin" is just a synonim to "similar", "analogous", "related")
__________________
  Reply With Quote
Reply
  Defense of the Ancients Suggestions Item Ideas


Forum Jump

Thread Tools