purplegoopguy
New member
Relatively simple concept, a alternative T4 upgrade to healing booster (20%) that offers more healing boost % than Healing Tempo (25%) at the cost of discarding the passive and removing all external healing (Both ways).
I would think the boost would be somewhere in the range of 30-40% buff to all healing you do (via lifesteal, abilities, etc.) but in exchange all external healing, whether it be from healing creeps, allied healing abilities, possibly even the base itself would be completely disabled. (Maybe lower it to 50% base regen, but I think giving the item itself a high OOC regen stat would offset this somewhat)
It ALSO would disable your ability to heal others (Whether that's npcs or teamates), meaning you would never buy it on a healing based support (that's what healing tempo is for).
My main reason for throwing it into the mix as an idea is that atm, healing booster is core on a decent chunk of characters and their builds, but healing tempo is a mathematically terrible item on non supports/team healers that only exists as a "Oh I'm 8k ahead and full build guess I'll buy it at 60minutes" for those characters (Victor, Geist, Abrams sometimes).
This item would be something to consider grabbing earlier on certain characters (40% healing boost is kind of insane), but also is weighed against the feasible cost of such an item (No base healing means you can't reset, makes you far weaker in base defense, etc.)

Other possible ways this item could be balanced is through making you untargetable for ally spell effects as well (Can't be rescue beamed to safety even with no heals, can't be given barriers, can't be given scourge, etc.) or to even give you negative regen in exchange (though at that point this is turning into a completely different item). Really curious on what people's thoughts on this item concept is. Is it too strong or weak relative to it's downsides/cost, other ideas to balance it, I'll try to read them all. 1st time suggesting an item but I've mentioned this on and off for over a month to friends.
I would think the boost would be somewhere in the range of 30-40% buff to all healing you do (via lifesteal, abilities, etc.) but in exchange all external healing, whether it be from healing creeps, allied healing abilities, possibly even the base itself would be completely disabled. (Maybe lower it to 50% base regen, but I think giving the item itself a high OOC regen stat would offset this somewhat)
It ALSO would disable your ability to heal others (Whether that's npcs or teamates), meaning you would never buy it on a healing based support (that's what healing tempo is for).
My main reason for throwing it into the mix as an idea is that atm, healing booster is core on a decent chunk of characters and their builds, but healing tempo is a mathematically terrible item on non supports/team healers that only exists as a "Oh I'm 8k ahead and full build guess I'll buy it at 60minutes" for those characters (Victor, Geist, Abrams sometimes).
This item would be something to consider grabbing earlier on certain characters (40% healing boost is kind of insane), but also is weighed against the feasible cost of such an item (No base healing means you can't reset, makes you far weaker in base defense, etc.)

Other possible ways this item could be balanced is through making you untargetable for ally spell effects as well (Can't be rescue beamed to safety even with no heals, can't be given barriers, can't be given scourge, etc.) or to even give you negative regen in exchange (though at that point this is turning into a completely different item). Really curious on what people's thoughts on this item concept is. Is it too strong or weak relative to it's downsides/cost, other ideas to balance it, I'll try to read them all. 1st time suggesting an item but I've mentioned this on and off for over a month to friends.