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[Item Concept] Banshee's veil

AlienPrimate··1 votes·981 views

Block all damage over time effects until shield is broken (this includes any persisting effects like summons). Shield is consumed to block the first ability that hits it.

We now have a counter to infernal summoners and poison.

4 Comments

Imperial Pandaa1 votes

I'm confused. What is the difference between this and Trap Claw? Like theoretically the only difference I see is Poison not being procced.

Summons are spells, should break it in theory. Infernal Hot Spots only trigger after ability cast.

AlienPrimate1 votes

You described how this is different than trap claw. Summons would not break the shield and would be rendered completely useless until one of the other units like Brand breaks it or if Annie happens to drop Tibbers on top of the shield when she summons him. As it stands, poison and burn are the only things without a counter. Glacial can be countered by qss, mages can be countered by dragon claw, low mana costs like Kindred and Ezreal can be countered with ionic spark, healing can be countered by red buff or morellonomicon, assassins and rangers can be countered by thornmail and frozen heart, high impact abilities like veigar and malphite can be countered by trap claw, and poison can be countered by absolutely nothing. If someone gets a Singed in a poison build it is basically game over unless someone's star units just outclass the poison user.

Imperial Pandaa1 votes

Okay that answers the summons question, but I still don't see how it helps with infernal burn. By the sounds on it, it would only help deal with the Zyra. The scorched earth doesn't happen without a spell landing anyways.

Then again, my biggest issue with scorched earth is the units insistence on standing in stupid. Same as when the stay in Soraka field. (I blame MMO's for the mindset if "Don't Stand in Stupid if you want to be healed!")

AmazingJubJub1 votes

Unfortunately even if it passed or an item like this came to be. I don't think it would work the way you're hoping it would work. Malz minions and Zyra plants for one count as spells. Hence why morellonomicon works on both units and if both were infernal would create a zone underneath targets stuck by said minions as well as functioning as unit instead of a DOT. Things like repeating crossbow can be equipped by both as an example. They are applying DPS not a DOT to a target. Poison, Morello, Red buff would be impacted as they apply a DOT on the target.

At least that's how I see it currently. Would I like this still yes. I'd like to give my carry a way to not be affected by poison and anti-healing so easily.

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