Post
by growlithedesu » Sat Aug 17, 2013 1:32 am
So I've expanded the list a little to reflect the suggestions/requests.
1. Talisman of Evasion - Give Evasion, just like the Night Elf ability; doesn't stack
2. Legion Doom-Horn - Increase HP and max speed
3. Orb of Corruption - Adds damage, also does extra damage to armor
4. Cloak of Flames - Deals damage per second to enemies within a certain radius
5. Claws of Attack +12 - Adds 12 damage
6. Alleria's Flute of Accuracy - No recoil; similar effect of The Punisher hero, for those of you who've played the superhero 1.6 mod
7. Wand of Neutralization - Protects from critical HE grenades, normal grenade damage is still taken
8. Amulet of Spell Shield - Protects against Hex, Spiked Carapace, Thorns Aura, and Impale
9. Dwarven Goggles - Protects against flashbangs
10. Runed Bracers - Protects against Critical Strike and Trueshot Aura
11. Frost Grenade - Freezes enemies within a certain radius
12. Mithril Forged Sword - + damage for the knife
There are six more spaces to total 18. And I'd like some input on a few of the items.
In WC3, the Wand of Neutralization has three charges by default. Should I make it the same in CS 1.6?
Also, the Amulet of Spell Shield in WC3 blocks spells, but once it's used to block a spell, it has a cooldown of 40 seconds. Should I mimic this or should I just make it an item with charges?
The Mithril Forged Sword is supposed to add damage to the knife, but how much should it add? A one-hit-kill for a stab to an enemy with full health, and maybe a three-hit-kill for slashes to an enemy with full health?
And other possible menu items:
Potion of Healing - +50 HP
Potion of Invulnerability - Invincible to damage for a few seconds
Potion of Invisibility - Invisible for some time
Tome of Retraining - Resets skills; If this gets added, I'd remove the resetskills option.
Sentry Wards - Reveals the location of enemies near the ward close to the ward on your team's radar