Healing Bullets, T3 Gun Support item

DaniConD

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Disclaimer: I am a Paige player.

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Name: Healing Bullets
Cost: $3200
Stats: +10% Weapon Damage
Passive: Your bullets will ricochet towards a nearby ally after hitting an enemy hero, healing them for a percentage of the original damage. This cannot heal you. 35% Ricochet Heal. 1 Ricochet Target. 15m Ricochet Range.
 
I would really like to see some healing item for weapon. This item has an interesting mechanics, but the implementation isn't good.

The main issue is ease of healing. You don't have to buy/gain something to make healing more powerful, like Spirit Power for example. Also, there's no drawbacks for using it, so basically you can be a gun carry that also provide great healing with one single item. I wonder, how this item would interact with Ricochet?

A secondary issue is conditional usage. In order to heal someone, he needs to be close to the hit enemy. So you can't heal anyone out of fight or someone, who is not in the item's range.
 
Thanks for the comment!

You don't have to buy/gain something to make healing more powerful, like Spirit Power for example.
Like leech, the healing is based on the damage dealt. So you have to invest something into weapon damage in order to heal for any significant amount.

Also, there's no drawbacks for using it, so basically you can be a gun carry that also provide great healing with one single item.
I would say most items don't have drawbacks other than the opportunity cost of the soul investment and the item slot. 3.2k souls is an amount which a gun carry could put into items to improve either their ability to kill enemies faster or their own survival.

I wonder, how this item would interact with Ricochet?
I thought about this! The way I see it, ricochet would take priority until it exhausted its targets or there were no more enemies in range. Only then healing bullets would search for an ally target from the last enemy hit, and the bullet would finish chaining.

I kept the wording of "for a percentage of the original damage" with the idea that, if used along ricochet, the heal would be based on the damage dealt to the first target, not the lower damage dealt to the enemies ricocheted.

A secondary issue is conditional usage. In order to heal someone, he needs to be close to the hit enemy. So you can't heal anyone out of fight or someone, who is not in the item's range.
I don't see this as an issue, it's just what the item does.

I wanted something that allowed a player to heal allies based on their bullet damage, but allowing that out of combat would be broken unless it had pitiful numbers or something like a long cooldown. I think using the ricochet mechanic so that you have to actually hit an enemy in order to heal your ally is an elegant way to allow something more fun than low numbers or long cds.
 
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