Ozzyrockin
New member
Actually been sitting on this idea for a bit but never posted it. Obviously inspired by the removal of Soul Rebirth a while back. Balancing this very similarly too Refresher but with even more strict conditions and cost (both souls and otherwise). Before I go into more detail here is the raw item
Revival Ritual
6000 Cost Vitality Item, Requires Healing Nova
Passive:
+Your Healing Effectiveness now scales with Spirit power.
+300 Bonus Health
+15% Healing Effectiveness
+2m/s Sprint Speed
+12 Spirit Power
Active (260s):
Target a recently dead ally (as long as there is a soul orb above their body) within 2m, Channel (cannot cancel) for 7 seconds to revive them. While channeling you will emit a beacon of light, a loud noise, and sacrifice HP (base 50% HP, scales with healing in both ways) that will be granted to your revived teammate with a .25 multiplier (granted HP is based on the raw HP sacrificed not a percentage of the target's Max HP). if you die within 5 seconds of channeling ally is not revived, if you die in the last 2 seconds ally will be revived but only with as much HP as you were able to sacrifice. Afterwards you and your target will suffer from a 75% healing reduction effect for 10s. You cannot activate this item if you are below 50% HP or under any sort of healing reduction.
So big thing I wanted to avoid was mindlessly reviving a Teammate in front of all the enemies for both frustration factor and what Soul Rebirth taught us with a counter-counter-push. I also contemplated adding Rescue Beam to the dependency chain to help curb any attempts to make a revive bot team but I think the longest cooldown ever already does that. Making a lot of the aspects of the Revive scale to the caster and not the target downplays a lower value player just buying this to support the carry on their team, and instead to make this a defacto capstone to any healer build by also giving this a irreplaceable passive. My ideal playstyle with this item is to revive someone who died initiating a fight who is now in the backline while the rest of your team pushes the enemies further back. It would also work very well in base defense for a losing team since while the enemies focus on shrines and patron, you can revive a teammate who tried to stop them and retreat into base.
Revival Ritual
6000 Cost Vitality Item, Requires Healing Nova
Passive:
+Your Healing Effectiveness now scales with Spirit power.
+300 Bonus Health
+15% Healing Effectiveness
+2m/s Sprint Speed
+12 Spirit Power
Active (260s):
Target a recently dead ally (as long as there is a soul orb above their body) within 2m, Channel (cannot cancel) for 7 seconds to revive them. While channeling you will emit a beacon of light, a loud noise, and sacrifice HP (base 50% HP, scales with healing in both ways) that will be granted to your revived teammate with a .25 multiplier (granted HP is based on the raw HP sacrificed not a percentage of the target's Max HP). if you die within 5 seconds of channeling ally is not revived, if you die in the last 2 seconds ally will be revived but only with as much HP as you were able to sacrifice. Afterwards you and your target will suffer from a 75% healing reduction effect for 10s. You cannot activate this item if you are below 50% HP or under any sort of healing reduction.
So big thing I wanted to avoid was mindlessly reviving a Teammate in front of all the enemies for both frustration factor and what Soul Rebirth taught us with a counter-counter-push. I also contemplated adding Rescue Beam to the dependency chain to help curb any attempts to make a revive bot team but I think the longest cooldown ever already does that. Making a lot of the aspects of the Revive scale to the caster and not the target downplays a lower value player just buying this to support the carry on their team, and instead to make this a defacto capstone to any healer build by also giving this a irreplaceable passive. My ideal playstyle with this item is to revive someone who died initiating a fight who is now in the backline while the rest of your team pushes the enemies further back. It would also work very well in base defense for a losing team since while the enemies focus on shrines and patron, you can revive a teammate who tried to stop them and retreat into base.