It is generally well known that Abrams passive is quite good and have a character defining aspect to it as percentile healing will remain as effective the hole game, in comparison to flat bonuses to regeneration, and in some amount max health bonuses
Infernal Resilience first and second upgrade is not impactful not thematic and not characteristic of Abrams as a hole
if we look at the description of Abrams
"Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity."
There is nothing in his current kit that truly encourages us to "Run into the middle of his foes" Siphon life's (1) area is to small to encourages us unless we specifically build a spirit build and take Improved Reach and Seismic impact (4) don't require him to be in the middle of his foes
This description fits Viscous better than Abrams as the Goo Ball allows him to disrupt the enemy team and survive focus fire.
With Infernal resilience you regenerate a portion of damage taken over the course of 20 seconds. The more damage received, the more value the passive will give you yet this value is accrued over time, when you are in a vulnerable state so it favors long drag out engagements when you have time to regenerate under the fight, running away and healing for 20 seconds under a fight or won the fight.
The problem
the first upgrade
If we spectate top Abrams players or look at there builds we can observe that Extra Regen is quite frequent a item that gives us
for the price of 500 souls
in comparison, the first upgrade to Infernal Resilience gives us 1.5 Health Regen. The value of 1.5 Health Regen is moderate in the first minutes of the game but will quickly turn into a negligible amount after the laning phase. If we compare this to the first upgrades for the other passives in the game we can se that they typically enhances a defining aspect of the ability
these abilities can be compared to items to yet are much more valuable to the respective hero and do not overshadow the ability
the second upgrade
There are, as far as i can tell only two heroes that have max health upgrades on there kit's: Abrams and Mo & Krill. While Mo have it intrinsically in his ult and gain 70 max Hp for kills or assist with his ult, Abrams get a static max Hp boost of 150 that cost 2 skill points. furthermore Max Hp is a core component of his character as he starts of with the most max hp and the most max hp bonus per level (or something like it)
The core component of Abrams suitability should not be max Hp it should be percentile Health regen
My suggestion - Making the upgrades unique and in theme
Instead of granting flat Health Regen and max health the ability could focus on resistances.
The first upgrade
the second uppgrade
But i know that it would help give Abrams a distinct feel,
a small final comment
i have removed a section comparing the regeneration of Infernal resiliance and Shiv's Bloodlettig and i am not sure that Infernal resiliance is anyway near as good as bloodletting but thats for a another time
Infernal Resilience first and second upgrade is not impactful not thematic and not characteristic of Abrams as a hole
if we look at the description of Abrams
"Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity."
There is nothing in his current kit that truly encourages us to "Run into the middle of his foes" Siphon life's (1) area is to small to encourages us unless we specifically build a spirit build and take Improved Reach and Seismic impact (4) don't require him to be in the middle of his foes
This description fits Viscous better than Abrams as the Goo Ball allows him to disrupt the enemy team and survive focus fire.
With Infernal resilience you regenerate a portion of damage taken over the course of 20 seconds. The more damage received, the more value the passive will give you yet this value is accrued over time, when you are in a vulnerable state so it favors long drag out engagements when you have time to regenerate under the fight, running away and healing for 20 seconds under a fight or won the fight.
The problem
the first upgrade
If we spectate top Abrams players or look at there builds we can observe that Extra Regen is quite frequent a item that gives us
+ 3 Health Regen
+ 10% ammo
for the price of 500 souls
in comparison, the first upgrade to Infernal Resilience gives us 1.5 Health Regen. The value of 1.5 Health Regen is moderate in the first minutes of the game but will quickly turn into a negligible amount after the laning phase. If we compare this to the first upgrades for the other passives in the game we can se that they typically enhances a defining aspect of the ability
- haze and holidays passives allows you to slow or further slow a enemy, strengthening the duelist nature of haze and making it easier to hit consecutive headshots for Holiday
- Infernus passive hampers the ability for afflicted enemies to return fire as a - 25% spirit damage, furthering and adding a new aspect to the debuff of his passive
- Vyper lets you slide longer.
these abilities can be compared to items to yet are much more valuable to the respective hero and do not overshadow the ability
the second upgrade
There are, as far as i can tell only two heroes that have max health upgrades on there kit's: Abrams and Mo & Krill. While Mo have it intrinsically in his ult and gain 70 max Hp for kills or assist with his ult, Abrams get a static max Hp boost of 150 that cost 2 skill points. furthermore Max Hp is a core component of his character as he starts of with the most max hp and the most max hp bonus per level (or something like it)
The core component of Abrams suitability should not be max Hp it should be percentile Health regen
My suggestion - Making the upgrades unique and in theme
Instead of granting flat Health Regen and max health the ability could focus on resistances.
- removing the +1 Health Regen of the core ability and replacing it with a small movement slow resist and debuff reduction would give the hero a specific feel
The first upgrade
- + 2 Health Regen for each enemy hero within 20 meters
the second uppgrade
- + 10 % melee, gun and spirit resist
But i know that it would help give Abrams a distinct feel,
a small final comment
i have removed a section comparing the regeneration of Infernal resiliance and Shiv's Bloodlettig and i am not sure that Infernal resiliance is anyway near as good as bloodletting but thats for a another time