Protective Rite & Mass Ward

Protective Rite (T2 Vitality)
= Builds into Mass Ward
+ +5% Ability Range
+ +1m/s Sprint Speed

+ Active: Provide yourself and all nearby allies with a 125 HP Barrier for 5 seconds
+ 17m Range
- 34s Cooldown

Mass Ward (T3 Vitality)
= Builds from Protective Rite
+ +10% Ability Range

+ +2m/s Sprint Speed
+ Active: provide yourself and all nearby allies with a 175 (+1x Spirit Power) HP Barrier for 6 seconds
+ 18m Range
-32s Cooldown
 
These items are too overpowered, especially Mass Ward. They let you give all your team so much protection with so little cooldown.

Players with spirit builds usually have 200+ of Spirit Power in the late-game without any active/conditional items. Any of them would be able to give everyone at least 400 HP. If there's two or more such players in the team, it would be almost impossible to win any teamfight without much CC.
 
In retrospect, I agree. I overtuned the numbers.
I would instead do something like 100 for Protective Rite on a 45s cooldown and 150 + 0.75xSpirit for Mass Ward on a 60s cooldown.

I'm not too worried about people stacking the item, but Deadlock players do have a history of doing it in the past. so, if it does become a problem, I would put a per-player cooldown on refreshing the barrier from either item instead of further nerfing the values. DotA 2 does something similar with several of its supportive items, allowing the item to be individually valuable but not stack well with multiple users.
 
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