Consumerable Active Items for combat - Why is this not a thing yet?

SaltyToplaneGoat··2 votes·392 views

And I'm talking about combat oriented items and no hp pots or sightstone. These can work as one time uses or on a chrage system, that's balancing details we don't need to bother with right now. Charges would refil on returning on base or if something specific happens (kill, tower down, etc.)

Just some random thoughts I came up with:

1.) Smokescreen. Upon activation creates a smokescreen at your position (think of a bigger graves W with no slow) that denies vision and grants a short decaying speed boost.

2.) Protective Charm. Upon activation shoves all hostile units a tiny bit away from you.

Of course one could also use simple damage mechanics for this:

3.) Alchemic Firebomb: lobs a projectile at a location that deal inital damage and causes the area to burn for a few seconds, dealing damage to all units that walk over it.

Or completly weird stuff like this:

4.) Zaunite Terrain Disorter 9000 (Patent pending): temporarely deletes a small area of terrain so it might be transversed by players. I have no clue if that would work with the code tho.

I rember stuff like these from several WC3 funmaps that were somewhat dota-like (back in the old times where there was no LoL ^^) and it always allowed quite impressive and daring tactics. You pretty much sacrificed one of your item slots for an extra ability that was useful, but not to be used indefinitely. However, when used right these could be game turners.

On top of that it could make the early game quite interesting. Why start off with something lame as a dorans item when you might as well try to take something like this to gain an edge over your opponent?

6 Comments

Papa Slothy1 votes

I think because it would be like an additional summoner that could EASILY deny kills when they were warranted for the opponent, imagine you towerdive it's so easy and perfect and then they smokescreen and then shove you away

it's a good idea but might need some balancing

SaltyToplaneGoat1 votes

Well ofc one could also make these items true consumerables. Like, you buy them once, use them, and they are gone. Like a potion. That would prevent them from turning into secondary summoner spells...

Papa Slothy1 votes

they would be like pots, where you buy them almost every time

the price would have to be fairly high as they could easily prevent or cause a death and would need to be true consumables

SaltyToplaneGoat1 votes

Fair enough. I'm not sure how high the price for such an item would be. A one time "get out of jail card" can be extremly useful but also be a huge gold-dump if you don't get to use it - or use it wrongly and die anyways, effectifely wasting all that gold.

Ofc you could also by them "in bulk", like you buy the item in packs of 3 or something... ugh, this is something the balancing team needs to look at.

Papa Slothy1 votes

it's a great idea tho

LordGeovanni1 votes

if the items become part of the game and balanced then they would have to be accounted for meaning that if they used the items to deny kills then it could be considdered a deny just like janna sheild or w or graves w or ekko w. its just another thing that you would have to account for thats how you create strategic diversity not give a fencer a sword that can block every skill in the game (can block multiple skills even though the text only says the first one)

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