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Suggestion Thread of many item ideas (old and new)

Discussion in 'SMASH' started by syrenswyrd, Feb 22, 2016.

Suggestion - Thread of many item ideas (old and new)
  1. syrenswyrd Regular Member

    XP:
    10,714xp
    Item one:

    Item: Vampire's Fang.
    Spawn rate: 2/20
    Effect: On right click this item will harm the enemy for 25% and heal you by 20% as well as putting the person's double jump on a timer as if they had just used the Smash ability. This has to be rightclicked directly onto the person and could theoretically miss from lag or bad timing.
    Icon: Ghast Tear

    Item two:

    Item: Electro Rod.
    Spawn rate: 4/20
    Effect: Triple use, fires a projectile which where it lands causes lightning to strike near by entities dealing 10% each hit. Also possibly dealing a 3 second high level slow and disabling jumps, to simulate the electric shock of being hit by lightning.
    Icon: Stick/Blaze Rod, which ever seems more fitting.

    Item Three:

    Item: Anti-Gravity Mine.
    Spawn rate: 5/20
    Effect: When thrown will place a stone pressure plate on the ground, said stone pressure plate would send the person who stepped on it flying with 1.5x the knockback of a Frag Grenade but dealing no % damage, this would effectively be a trap for unwary players to be surprised by being shot so high into the air that they likely can't see the arena, on the other hand, it could allow a utility use to get up to players who are camping in a high area where there's a mere narrow pathway to work with.
    Icon: Stone Pressure plate.

    Item Four:
    Item: Holy Divider.
    Spawn rate: 1/20
    Effect: Single use MASSIVE damage, 400% and knockback the likes of being punched, but applied to the block directly in front of the user's feet in a 3 block explosion. This makes this a kamekaze type weapon with need to be used extremely carefully, on the other hand it could very well end games in the favor of he who has it, or could royally screw over the user.
    Icon: Golden Shovel

    Item Five:
    Item: Whirlwind Boots
    Spawn rate: 1/20
    Effect: Like Sugar, but triples jump height as well. Length is 50% that of Sugar
    Icon: Diamond Boots.

    Item Six:
    Item: Cloud Emitter
    Spawn rate:2/20
    Effect: Throws a Redstone torch which activates after 1.5 seconds which creates a slowly spreading cloud of white wool around thrown item, spreading for a total of 16 blocks in all directions, causing knockback worth 2x of being punched, to all who touch the cloud
    Icon: Redstone Torch.

    Item Seven:
    Item: Infectious Wealth
    Spawn rate: 5/20
    Effect: Applies poison to the user for 30s when picked up, unless the user punches another player while afflicted in which case that player is poisoned for 30s and the user is cured, the person the poison spread to cannot transfer the poison to anyone.
    Icon: Gold Ingot

    Item Eight:
    Item: Immortality Staff
    Spawn rate: 1/20
    Effect: When used, this staff will prevent the user from taking % damage for 5 seconds and heal them by 20% each second, but also prevent them from dealing % damage for 5 seconds after use. This is meant to be a last-ditch "Stay out of the 100% range" move, hence it's rare spawn rate. It serves a role as a support item.
    Icon: Diamond Hoe.

    Item Nine:
    Item: Destruct-o-ray
    Spawn rate: 1/20
    Effect: When used, this shoots fire particles in a straight line which whenever they connect with something, set off a series of explosions until they stop running into things, these particles would move somewhat quickly, but not as fast as the rocket launcher projectile, the explosions would be half the power of a Frag Grenade in both damage to players and land and the knockback would be 1/2 of being punched.
    Icon: Gold Hoe.

    Item Ten:
    Item: Iron Will
    Spawn rate: 2/20
    Effect: Gives Slowness 2 when rightclicked for thirty seconds and prevents you from knocking others back for 5 seconds, but also halves knockback for thirty seconds.
    Icon: Diamond Chestplate

    Item Eleven:
    Item: Ice Brand
    Spawn rate: 5/20
    Effect: Single shot bow, when the arrow is shot, it flies straight, and while dealing no land or % damage, it immobilizes the player it hits for five seconds but once that player is hit, the immobilization ends.
    Icon: Bow enchanted with an enchantment of staff choice.

    Item Twelve:
    Item: Revival Star
    Spawn rate: AS LOW AS PHYSICALLY POSSIBLE WHILE STILL SPAWNING
    Effect: After 15 seconds of blindness and slowness this item will restore one of your lives, after restoring this life, you are 2x as vulnerable to % damage and knockback for 2 minutes. When you rightclick there is an alert popup on the screens of other players alerting them that a player is restoring a life, this popup would not give out your username so they'd have to guess.
    Icon: Nether star

    Item Thirteen:
    Item: Shard of Ragnarok
    Spawn rate: 3/20
    Effect: Once eight are obtained, you obtain the "Egg of Ragnarok"
    Icon: Obsidian

    Item Fourteen:
    Item: Egg of Ragnarok
    Spawn rate: Custom, see above.
    Effect: Once placed, explosions begin to sound, slowly getting louder as they get closer, this acts as a timer, for once the explosions reach the Egg, Ragnarok begins, calling down ghast fireballs on the arena, as well as TnT, each fireball and TnT have 2x the power of Frag grenades. This lasts for 15 seconds. All are effected by this, so be cautious in your placement of self when using, this is meant to end the game, hence it's difficulty to obtain.
    Icon: Enderdragon Egg (Not spawn egg, the one gotten after it dies)

    Notes: Please feel free to make more item suggestions in the comments, please refrain from foul language, and notify me as to how these items could be better.

  2. Axyy Network Co-Lead

    XP:
    330,038xp
    Cool items! :3

    I hope that many of these items will ben added in the new season. Anyways I am looking forward to all the new updates.
  3. SkeletonXF238 Regular Member

    XP:
    44,303xp
    Revival Star looks too powerful for any level of spawning, even chance of 1, because of how it would negatively impact the metagame. People avoid fights to get a JP currently, if that item existed there will be people who avoid fighting till they get that item to gain back a life. I think what would work better would be a 2 min lasting thing where if you would go to 0 lives you instead consume the item's anti life loss grant and still have 1 life. By preventing a fatal life loss instead of giving a life you'll only be able to make use of it when on 1 life instead of on 2 or 3 and by having it as prevention for a timed amount instead of slightly more killable for a timed amount and then keeping onto the life there would be no incentivisation to camp for 2 mins after taking it; in fact, as a timed undo-lost-last-life item you could take it then immediately grab suicide with someone else and get your life back whilst taking theirs which is something that is very rarely rewarding in the current game. Also you can see player's lives in the sidebar so there wouldn't be any guessing, just hackusations and false reports from people who don't understand the new item.
  4. syrenswyrd Regular Member

    XP:
    10,714xp
    Perhaps edit it so that it's a multi-item collection (Like Ragnarok Egg) as well as make the final object require a kill to trigger instead of rightclick?
  5. SkeletonXF238 Regular Member

    XP:
    44,303xp
    A major strength for most items is that they are both straightforward and have counter play. Multi collections are much harder to keep track on opponents than player temporary buffs and needing a kill to trigger can still easily promote camping afterwards.

    I mean who would actually fight for two mins when they have more knockback when they could just camp for two mins instead? There's no incentive to fight and any sort of criteria to trigger the effect does nothing to decentivise camping afterwards.

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