Anti-Healing Shots

We already have Toxic Bullets for this purpose
They are very different. This item would be like a Healbane for ballistic damage, the toxic bullets do not grant any status and only cause spiritual damage and cut healing, the Anti-Healing Shots would be an item for ballistic damage builds to have an item like Healbane to cut healing, they will gain firerate and their shots will reduce the enemy's healing, it would be the Healbane version for ballistic damage.
 
They are very different. This item would be like a Healbane for ballistic damage, the toxic bullets do not grant any status and only cause spiritual damage and cut healing, the Anti-Healing Shots would be an item for ballistic damage builds to have an item like Healbane to cut healing, they will gain firerate and their shots will reduce the enemy's healing, it would be the Healbane version for ballistic damage.
I wouldn't say so. The main difference is buildup, that itself not hard to get. You cannot buildup effect only in three cases: poor aim, sniper duel, Unstoppable. Both items require continuous enemy attacks to maintain their effect. Toxic Bullets are already Healbane 2.0. You are not only healing lesser, but also take damage in percentage of Max Health. The fire rate bonus is not relevant, you just buy Swift Striker or Kinetic Dash.
 
I wouldn't say so. The main difference is buildup, that itself not hard to get. You cannot buildup effect only in three cases: poor aim, sniper duel, Unstoppable. Both items require continuous enemy attacks to maintain their effect. Toxic Bullets are already Healbane 2.0. You are not only healing lesser, but also take damage in percentage of Max Health. The fire rate bonus is not relevant, you just buy Swift Striker or Kinetic Dash.
You get the same firerate as Swift Striker and still cut the enemy's healing, practically an improved Swift Striker, and the damage from toxic bullets is irrelevant unless the enemy has more than 4k health and it will still be a low DPS, it is only useful for cutting healing, because if you make it thinking about causing damage, then I regret to inform you that its damage is very low.
 
They are very different. This item would be like a Healbane for ballistic damage, the toxic bullets do not grant any status and only cause spiritual damage and cut healing, the Anti-Healing Shots would be an item for ballistic damage builds to have an item like Healbane to cut healing, they will gain firerate and their shots will reduce the enemy's healing, it would be the Healbane version for ballistic damage.
It's the same heal cut as toxic bullets for a fraction of the cost. Toxic Bullets would have no reason to exist if there was a cheaper item that didn't even need to build up.

"Healbane for ballistic damage" is a fundamentally broken concept. Not having to expend any tangible resource like a cooldown or a magazine to get one of the strongest effects in the game (heal cut) would make this item very broken and bought on everybody overnight.

You get the same firerate as Swift Striker and still cut the enemy's healing, practically an improved Swift Striker, and the damage from toxic bullets is irrelevant unless the enemy has more than 4k health and it will still be a low DPS, it is only useful for cutting healing, because if you make it thinking about causing damage, then I regret to inform you that its damage is very low.
It's already giving a very strong effect, why does it also need to give a ton of fire rate for a tier 2 item as well?
 
It's the same heal cut as toxic bullets for a fraction of the cost. Toxic Bullets would have no reason to exist if there was a cheaper item that didn't even need to build up.

"Healbane for ballistic damage" is a fundamentally broken concept. Not having to expend any tangible resource like a cooldown or a magazine to get one of the strongest effects in the game (heal cut) would make this item very broken and bought on everybody overnight.


It's already giving a very strong effect, why does it also need to give a ton of fire rate for a tier 2 item as well?
It's not that different from other similar items. For example, Healbane, besides cutting healing, grants healing, and 20% firerate isn't as "strong an effect" as you say. If it were Kinetic Dash, it wouldn't give 30% firerate along with countless other benefits for the same price and with no cooldown.

Healbane cuts healing and heals you when you eliminate an enemy hero.
Toxic Bullets cuts healing and deals damage based on maximum health.
Spirit Burn cuts healing and deals additional spiritual damage.
Clipping Headshot cuts healing and resistances.

And you still think 20% firerate is a strong effect? Compared to other items, it's nothing. And apart from spirit burn, all other healing-cutting items don't have a cooldown, so why should this one? It doesn't make sense.
 
and 20% firerate isn't as "strong an effect"
And you still think 20% firerate is a strong effect?
It's strong enough to have an item who's sole purpose is giving 20% fire rate. You're asking for swift strike, but with heal cut as well. That would be ludicrously broken. Not even considering stacking it with swift strike, either.
And apart from spirit burn, all other healing-cutting items don't have a cooldown, so why should this one? It doesn't make sense.
Toxic Bullets has a build up. Healbane requires using a cooldown for most heroes.

Your item concept requires just one bodyshot or stray pellet from any distance to apply 30% heal cut for 4 seconds, for 1600 souls. There's literally no cooldown, nor counterplay against that. Everyone would rush this item against any healing. Even Seven would consider this over healbane.
 
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