[Item Concept] Protector's Core

IlluminatiJoe·5/21/2017, 11:49:36 AM·2 votes·189 views

Changelog: Removed Crystaline Bracer from the build path. Health reduced to 400 health. Health per minion kill reduced to 2 from 3. Bonus Health reduced to 200. Cost increased to 3000. Magmatic Core: Health reduced to 600 from 900. Cooldown increased to 40 seconds. Grants 5% damage reduction for every 20% health missing.

40 Armor 400 Health +50% Base Health Regen

UNIQUE Passive: Grants 2 max health per minion or monster kill for up to 200 max health. At 200 max health Protector's Core transforms into Magmatic Core.

Build Path: Chain Vest, Giant's Belt + 1150 gold

Total Gold: 2900


Magmatic Core

40 Armor 600 Health +100% Base Health Regen

UNIQUE Passive: Grants 5 (+1 per level) armor and magic resist when hit by a basic attack or ability for 6 seconds. Cooldown: 40 seconds UNIQUE Passive: Takes 5% less physical damage for every 20% of health missing.

2 Comments

ModThe Djinn5/21/2017, 10:39:11 PM3 votes

{quoted} Magmatic Core

40 Armor 600 Health +100% Base Health Regen

UNIQUE Passive: Grants 5 (+1 per level) armor and magic resist when hit by a basic attack or ability for 6 seconds. Cooldown: 40 seconds UNIQUE Passive: Takes 5% less physical damage for every 20% of health missing.

The quest and the health seem fine -- the variable armor and magic resistance is weird and hard to predict, and don't really make much of a differences vs. just granting those stats, as only a single hit goes through before they trigger. Save that it's an enormous cooldown, making it so easy to bait out that defensive buff that it's useless.

This common from the work of yours I've seen -- you REALLY like these small, almost unnoticeable bonuses in odd places, and it's not always good or appreciable design to do so.

The unique passive is also problematic -- that sort of blanket defensive buff used to exist on the Leviathan item, and got removed because it made people unkillable. It's also hard to predict, because it varies and increases as their health fluctuates, which is REALLY frustrating to play against.


In general, the trick is to ask why you WOULDN'T buy an item. If you want a defensive item this thing is, effectively 63 armor, 23 MR (for the first 6 seconds of combat), 600 health, and 5% (about 7 armor/mr) per 20% health missing. So it scales between 63/23 armor/mr and 98/58 armor/mr while also offering a huge chung of health. It's an initiators DREAM item, when items like Sterak's Gage already exist. Imagine the two together -- the resulting character will be almost impossible to keal for those 6 seconds.

So it's an interesting idea, but I'm not sure it has a place in the current itemization structure -- it seems to overlap with too many existing items while also having some problematic design.


To help focus it, I have a single question: what role does this item fill, in your mind?


Also, +1 vote, because people too often use votes as "I like this / I don't like this" instead of "this is an idea that can be discussed/improved and create valuable discussion / this is an thread that clearly has no thought put into it." :)

ChemicalBuster5/21/2017, 7:22:31 PM2 votes

I may not know much but imo that seems super op once your low health and your passive is up. At level 18, 40% health you have a 25% damage reduction and your max 23 armor and magic for 6 seconds, 900 health is a lot already too.That should be 3600 gold.

Or maybe change some of the numbers.