New Item Idea: Sacrificial Heart

SoulVuna

New member
Item name: Sacrificial Heart
Cost/Tier: 3200/T3
Category: Weapon
Idea: A item that upgrades from Monster Rounds that instead of giving bonus souls, buffs and instant kills a monster will instead give bonus hp on a enemy kill.
Item: Every 80 seconds the next Enemy that you kill with a heavy melee you will permanently gain 20% of the slain enemies HP. This is instead made to 5% if the slain Enemy is the Midboss or Player. It can have the same stats as Cultist Sacrifice but instead of out of combat hp regen it can have +15 Bonus heavy melee damage.

Reasoning: we don't really have any HP focused items in the game just items that give you some HP and if you build enough vitality items you get bonus hp. This is to also help with characters that are melee focused who want to farm but don't rely on gun damage to kill like Mo and Krill, Calico, some Viscous builds.
 
The concept is cool, but balance is awful. It should works only on lane/neutral creeps granting maybe percent of your Max Health or small constant value. There's a few reasons for it:

1) Players, Mid-Boss and creeps have their own Health and the first two have much more than latter. The item automatically becomes the strongest of all if it allows you to gain as much HP.
2) If amount of gained Health is inconsistent, this could lead to rivalry in the team, where everyone would try to kill enemy with the biggest amount of HP. Since killing an immovable creep via Heavy Melee is much easier than killing the player, the camps would be always empty.

Also I would place it in the Vitality Category, cause main purpose of the item is gaining additional health.

I disagree with your opinion about HP items. Actually, we have plenty of items, that give you a decent amount of HP, at least for their price. Cultist Sacrifice, Trophy Collector, Fortitude, Colossus. Moreover, the main defensive stats are Bullet/Spirit Resists. I can see many people not buying any of items, that I listed earlier, but I hardly see anyone, without at least one single item with resist. The same can be also said about lifesteal items. Even an enormous amount of HP won't save you, if you don't have a way to decrease taken damage or restore health.
 
The concept is cool, but balance is awful. It should works only on lane/neutral creeps granting maybe percent of your Max Health or small constant value. There's a few reasons for it:

1) Players, Mid-Boss and creeps have their own Health and the first two have much more than latter. The item automatically becomes the strongest of all if it allows you to gain as much HP.
2) If amount of gained Health is inconsistent, this could lead to rivalry in the team, where everyone would try to kill enemy with the biggest amount of HP. Since killing an immovable creep via Heavy Melee is much easier than killing the player, the camps would be always empty.

Also I would place it in the Vitality Category, cause main purpose of the item is gaining additional health.

I disagree with your opinion about HP items. Actually, we have plenty of items, that give you a decent amount of HP, at least for their price. Cultist Sacrifice, Trophy Collector, Fortitude, Colossus. Moreover, the main defensive stats are Bullet/Spirit Resists. I can see many people not buying any of items, that I listed earlier, but I hardly see anyone, without at least one single item with resist. The same can be also said about lifesteal items. Even an enormous amount of HP won't save you, if you don't have a way to decrease taken damage or restore health.
This idea was based of Heartsteel from LoL. Having it be a constant flat HP increase sounds boring. Making it be a percentage of what you kill makes you have to think who you want to kill. Do I want to use this 80s CD for a minion kill and only get 30hp from it or save it for a t2 camp or if I kill the enemy laner. Do I want to go after this tanky Mo and Krill and get 200 hp from killing them or go after this Mina and get only 50. It adds flavor to a teamfight I think. to answer the 1 question thats why I made it only 5% its alot if you kill the mid boss but how often do you kill the mid boss in a game and can you guarantee your teammates will let you get the killing blow and can you get the killing blow if the enemy comes? To answer 2 we already have that with Cultist Sacrifice. People go to T3 camp consume a minion and clear the whole camp with the buffs they have. In my recent games its not uncommon for all the map camps to be gone. People will always be mad about kills since people will always kill steal this item wont add to or remove it , its more of you get rewarded if you get a kill. I do agree with the vitality category thats a better spot. I just want a pure hp item like how we have a pure spirit resist item and pure weapon resist item. Its really fun to build high hp items in moba games and try to reach 10k hp
 
This idea was based of Heartsteel from LoL. Having it be a constant flat HP increase sounds boring. Making it be a percentage of what you kill makes you have to think who you want to kill. Do I want to use this 80s CD for a minion kill and only get 30hp from it or save it for a t2 camp or if I kill the enemy laner. Do I want to go after this tanky Mo and Krill and get 200 hp from killing them or go after this Mina and get only 50. It adds flavor to a teamfight I think. to answer the 1 question thats why I made it only 5% its alot if you kill the mid boss but how often do you kill the mid boss in a game and can you guarantee your teammates will let you get the killing blow and can you get the killing blow if the enemy comes? To answer 2 we already have that with Cultist Sacrifice. People go to T3 camp consume a minion and clear the whole camp with the buffs they have. In my recent games its not uncommon for all the map camps to be gone. People will always be mad about kills since people will always kill steal this item wont add to or remove it , its more of you get rewarded if you get a kill. I do agree with the vitality category thats a better spot. I just want a pure hp item like how we have a pure spirit resist item and pure weapon resist item. Its really fun to build high hp items in moba games and try to reach 10k hp
I still think, that the current iteration of item is too OP. You are able to constantly increase your Max Health without any risk.

Currently, there's only two options to gain something like that: Siphon Bullets and Mo & Krill's ultimate. The former gives you up to 60,6 Max Health (if you have all 32 Boons) if an enemy that have a stack dies. But if you die, you lost two stacks. The latter is able to gain 50 Max Health in case where enemy dies during his ult or 3 second after it. That is actually hard if you alone and ult someone not squishy or you haven't teammates nearby to finish the enemy.

Your item doesn't not have any risk to lose gained Health and it's cooldown can be reduced by Transcendent Cooldown to 56 seconds. So even if you use item to kill Healer Trooper, you able to gain 52 Health every minute. Killing T3 creep will give you 352 Health. I have said about rivalry in the team. Now I actually think, that if the team would gave all neutral creeps to one player, it would be a calamity.

I wouldn't wanna fight Haze with 10k+ Health with a Plated Armor/Spellbreaker, some resists and lifesteal with other slots filled with gun items. It would be one-sided fight. The item would let you to eventually snowball enemy team.

I am not against items like that. In fact, I would like to see more Health-based items, abilities and other ways to increase it, permanently or temporarily. But they should be balanced. Otherwise, the match would become raid boss fight.
 
I still think, that the current iteration of item is too OP. You are able to constantly increase your Max Health without any risk.

Currently, there's only two options to gain something like that: Siphon Bullets and Mo & Krill's ultimate. The former gives you up to 60,6 Max Health (if you have all 32 Boons) if an enemy that have a stack dies. But if you die, you lost two stacks. The latter is able to gain 50 Max Health in case where enemy dies during his ult or 3 second after it. That is actually hard if you alone and ult someone not squishy or you haven't teammates nearby to finish the enemy.

Your item doesn't not have any risk to lose gained Health and it's cooldown can be reduced by Transcendent Cooldown to 56 seconds. So even if you use item to kill Healer Trooper, you able to gain 52 Health every minute. Killing T3 creep will give you 352 Health. I have said about rivalry in the team. Now I actually think, that if the team would gave all neutral creeps to one player, it would be a calamity.

I wouldn't wanna fight Haze with 10k+ Health with a Plated Armor/Spellbreaker, some resists and lifesteal with other slots filled with gun items. It would be one-sided fight. The item would let you to eventually snowball enemy team.

I am not against items like that. In fact, I would like to see more Health-based items, abilities and other ways to increase it, permanently or temporarily. But they should be balanced. Otherwise, the match would become raid boss fight.
Siphon isnt a item you build to survive its a tank counter item and good Mo and Krills are usually never alone and if they are they know they can beat a 1v1 and get the ultimate passive stacks most of the ones I fight know when to stun to get the stacks they need. You also gain about the same hp gain from mo and krills ult from gettign the buffs from the golden jars and sinner sacrifice .Its not supposed to have risk, Its supposed to be a item you buy then stack up early if you can.The "risk" is that if you dont get any player kills or dont have time or damage to do t3's you have a small hp increase item that just takes up a spot and does nothing but hp increase. If the team gives all the t3's camp to the person holding this item they suffer from having less souls and rely on 1 player to be the hyper carry. This wouldn't enable 1v6's this game has so much single target cc its really hard to. A haze picking up this item would be weird because they would lose more from going this than going cultist sacrifice because they lose out on the bonus soul gain and increased fire rate which are more important then hp because they need souls to buy the other t4's and if you build too much tanky you lose out on your damage. theres already hp based counter items like decay, siphon, tankbuster, and scourge. this item would only snowball if you get to the 50 minute games where you've killed so many minions and camps you would have those fun 10k hp moments
 
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