Rebalance - Fleeting Time.
I’d like to propose a rebalance for the item Fleeting Time. It’s an item that simply has no real space within the heroes it is supposed to serve. For mages, there are already several cooldown-reduction items with far better effects, and mages can get HP from many other sources. For assassins, ranged heroes, and fighters, it’s a weak item because you need absurd amounts of damage for it to be effective. And if you want extra protection for these classes, you’re going to build other items like boots, Dominance Ice, Oracle, etc. Thunder Belt, for example, gives physical defense, magic defense, movement speed, and HP. Fleeting Time ends up being more interesting for tank heroes. The problem is that the main defensive items for tanks usually don’t offer good cooldown reduction. But the major issue with Fleeting Time is that giving only 600 HP in a 2,050-gold item is simply too little. Here’s the key point: 600 HP may look “balanced” when compared to the 30% ultimate cooldown refund on assists, but the problem is that you burn a slot just to get a faster ultimate — and while you’re waiting for your ult to come back, you basically have an empty slot. It’s much better to build a real tank item and wait a few more seconds for your ult, because at least you stay strong the entire match for every fight. Another point: in early game, some tank items are more important. In late game, you wait 60–70 seconds for respawn. At that point your ultimate cooldown fully refreshes anyway, so you don’t actually need a 30% refund. So what would my suggestion be for rebalancing Fleeting Time? I have two options: 1 — Add hybrid defense (+20 physical defense, +20 magic defense), keep 600 HP, and remove the adaptive attack. This would basically swap Expert Gloves (which costs 500 gold and is almost useless for tanks) for a Leather Jerkin (220 gold) and a Magic Resist Cloak (220 gold). The upgrade price would end up slightly more expensive (about +60 gold), but the item would actually be effective. 2 — Or increase its adaptive attack to 45. At least this would make tank skills — which are usually magic-based — more threatening, because 30 is too low. And if this ends up being “overpowered” for mages, who could benefit more from it, just add a clause that the effect is reduced for mages (e.g., stays at 30 adaptive attack for them). After all, the game already has items designed for specific classes — like Rose Gold Meteor for fighters, or Thunder Belt which works better on melee heroes instead of ranged ones. As it stands today, Fleeting Time is barely used in the game. If you check the usage rate of defensive items, it’s probably one of the lowest.
youre missing a point sir, it depends on how'd you use the item, not that the item is less useful. let me get to the point, your statement explains as individually you may think that fleeting is less useful for tanks bc its lack of defense for 1 slot item being an ultimate cooldown reduction, why don't you use it to inisiation tanks to make it more flexible at any kind of war, and trust your teamate as a defense sustain type fighter to guard your team