anti-lifesteal passive buff item

Totally agree that the game needs specific anti-spirit-lifesteal lategame items to discourage people from speccing heavily into it and becoming unkillable. It's ridiculous what people can get away with right now.
 
Totally agree that the game needs specific anti-spirit-lifesteal lategame items to discourage people from speccing heavily into it and becoming unkillable. It's ridiculous what people can get away with right now.
true
i mean, i only ever encountered one seven who did enough damage to survive toxic bullets AND healbane on top of each other with his ult, but still. the fact that you can still have enough lifesteal to survive an ~80% healing reduction 1v1 is nutty
 
true
i mean, i only ever encountered one seven who did enough damage to survive toxic bullets AND healbane on top of each other with his ult, but still. the fact that you can still have enough lifesteal to survive an ~80% healing reduction 1v1 is nutty
I think infurnace is the worse culprit because he's so mobile and once he has mystic slow can reduce your fire rate. So you do less damage to him.
 
I think infurnace is the worse culprit because he's so mobile and once he has mystic slow can reduce your fire rate. So you do less damage to him.
i can stand 30% fire rate slow.

i cannot stand 93% fire rate slow (kelvin)

but my hatred for kelvin goes in another forum
 
I've run into quite a few very powerful builds that rely on having high lifesteal from their items to heal through any damage thrown at them. But besides the anti healing items, which I feel should be more for countering actual healers, and apply a debuff to the opponent, there's nothing to really counter this. I would have expected there to be (and would like for there to be) a passive or active item and associated buff that makes you less susceptible to lifesteal, so that if you're in a 1v1 against someone with a heavy lifesteal build they'll struggle to keep themselves alive off of you, or in a teamfight they wont benefit as much from your presence. This is more of a late game purchase since it's to counter bulds that have multiple high tier lifesteal items, so it'd probably be expensive and since it's way more specialized than something like toxic bullets, healbane, or decay(and maybe more expensive) it'd need to be more powerful in the specific situation it's useful in.
Lifesteal with high burst heroes is broken right now, only way to stop them is either get stasis thing, or metal skin item. Or if you feeling beefy you can try damage return item. Problem right now is that they are staking so much of lifesteal, reducing it no longer effective, you can only not get hit or reflect it, or hit even stronger than them. We can only wait until they fix that or introduce max hp reductions with damage taken. Like in other games. So it becomes not so effective.
 
I was going to make a post of my own but this topic seems to exist. I guess I'll just bump it with my idea on the topic.

Cursed Blood - Tier 3 Vitality Item
Components: Healbane
150 HP
Passive: Your Spirit Damage applies Healing Reduction (-40%). If an enemy dies under this effect, you receive a large heal (350).
Lifesteal effects against you are applied at 70% efficiency.

Not too dissimilar from other ideas in this thread. Since the purpose is to counter self-healing of an opponent, the component is obviously Healbane. It also makes this a costly counter option.
Inherits all the things that Healbane does, has a slightly higher health bonus and directly interacts with lifesteal, making it less effective against you specifically. These would stack multiplicatively instead of additively. So a lifesteal of 1000 would be reduced to 420 instead of 600 as Healbane's 40% reduction does now. So, a bit over half and only when they are lifestealing off of you, otherwise it's the same as it is now. And of course, you need to tag them with the healbane effect as well.
The "large heal" could also be increased, maybe even turned into one that scales off your own max health (5-10%).
 
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