Egocentric Regeneration (Alternative T4 Upgrade to Healing Booster)

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.)

deadlock_maker_Egoistic Regeneration (1).png

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.
 
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Could be an interesting concept, but I would say that it shouldn't disable base healing, or ally casted spells, the base stats it gives are fine for canceling all ally healing however, but I think it might be better if instead it just significantly reduced all incoming healing, and then had an active allowing you to enter a state where allies are fully unable to heal you, can't target you with spells, AND you gain a lot of lifesteal. Either way though, I could see this on a few characters, particularly Victor of course, but also if a support character is the only support character in the team and wants to hard dive it, it wouldn't be a bad buy at all since they wouldn't be expecting healing from allies anyways, and it would offer a much greater healing increase to their own allies. Personally I'm waiting for Doorman to get some base kit healing capacity so I can add Healing Tempo as an option in my build, but also having this would allow me to create another choice between Healing Tempo, or this item, depending on the comp of my team and how many supports or gun carries it has on it.
 
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