Regenerative Seal - Vitality Imbue

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I've always felt that healing booster, despite being such an important item for a lot of builds due to its healing reduction resist always felt like a dead slot later in the game. Of course this is offset by just how good the item is, but it seems that most other items that compete for slots with late game items always fill some sort of counter niche instead serving as a core part of a hero's build. So as a result a large part of why this item exists is that I just want SOMETHING to build out of healing booster.

As for the actual item itself, it serves two main purposes:
- To be a generic and reliable sustain item for sustain fighters while having a little less capability to scale into the late game
- To be a core item for support oriented builds that want to not worry about keeping themselves topped off with their heals and allowing them to focus their healing on their allies.
The regen amount is quite high but the long duration of the effect should neatly offset it and also smooth out variability among what ability the item is imbued on. It's not quite the tempo powerhouse as Fortitude but it does also provide quite a large amount of "I don't wanna go back to base to heal" power.
 
I will point out that your upgrade should also have the Healing Booster Passive. That is part of the upgrade, afterall.

I like the concept, though. It's probably one of the few times I've seen an imbue that feels like it would work well on a Vitality item, and the duration and amount healed seems alright. I would probably have it scale up a bit, though, considering that it costs 4k souls. Maybe have it heal 300 Health over the 10 seconds +1% of your maximum health(per second)? Or have the heal scale up with Spirit Power (up to you).

Either way, as long as it retains it's Healing Booster passive along with the new Passive, I think this would be a good pick for heroes trying to keep healthy and would be a solid counter to Shiv (who currently kind of lacks a direct counter to his kit. Anti-heal is nice, but most current builds don't focus on out healing people, just whittling them down with Bleed dots to get them into ult range) or Vyper.

I will also point out that 300 HP heal is not all that much if there's no scaling at all. 300 HP is about as much as Healing Rite heals. Even if this is on a shorter CD (And given that it adds a strong effect to an ability, it probably should have one) and isn't broken by damage, it needs to scale in order to be worth the amount of Souls being invested. It costs 8.5x what Healing Rite does, it should be substantially better than the T1 item.
 
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I will point out that your upgrade should also have the Healing Booster Passive. That is part of the upgrade, afterall.

I like the concept, though. It's probably one of the few times I've seen an imbue that feels like it would work well on a Vitality item, and the duration and amount healed seems alright. I would probably have it scale up a bit, though, considering that it costs 4k souls. Maybe have it heal 300 Health over the 10 seconds +1% of your maximum health(per second)? Or have the heal scale up with Spirit Power (up to you).

Either way, as long as it retains it's Healing Booster passive along with the new Passive, I think this would be a good pick for heroes trying to keep healthy and would be a solid counter to Shiv (who currently kind of lacks a direct counter to his kit. Anti-heal is nice, but most current builds don't focus on out healing people, just whittling them down with Bleed dots to get them into ult range) or Vyper.

I will also point out that 300 HP heal is not all that much if there's no scaling at all. 300 HP is about as much as Healing Rite heals. Even if this is on a shorter CD (And given that it adds a strong effect to an ability, it probably should have one) and isn't broken by damage, it needs to scale in order to be worth the amount of Souls being invested. It costs 8.5x what Healing Rite does, it should be substantially better than the T1 item.
These are all great points or stuff that I've considered before so it's cool to hear this has a pretty agreeable direction.

I noticed I didn't have the healing booster passive after I made the image and was too lazy but yeah it is definitely still there lol

Max health or spirit scaling seems a little two conditional but I agree that there definitely should be some sort of scaling. In League there's scaling per level so I was wondering if I could do scaling per boon but there wasn't a mechanic like that yet, at least one explicitly listed in an item.

A cool down is probably in order or something to gate its disparity between abilities. I honestly forgot non-charged super low cd abilities like Geist 3 exists and that would probably be a bit too far above the acceptable synergy threshold.
 
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These are all great points or stuff that I've considered before so it's cool to hear this has a pretty agreeable direction.

I noticed I didn't have the healing booster passive after I made the image and was too lazy but yeah it is definitely still there lol

Max health or spirit scaling seems a little two conditional but I agree that there definitely should be some sort of scaling. In League there's scaling per level so I was wondering if I could do scaling per boon but there wasn't a mechanic like that yet, at least one explicitly listed in an item.

A cool down is probably in order or something to gate its disparity between abilities. I honestly forgot non-charged super low cd abilities like Geist 3 exists and that would probably be a bit too far above the acceptable synergy threshold.
You could reduce the time drastically but put a hard no on refresh. Say like 5 seconds but cannot be refreshed until it falls back off. This removes any issue like a 3 second abilitiy being able to have it up at all times while also increasing its overall healing capabilities. (this example would effectively double its healing).

After that, scaling would need to be done carefully because the healing booster effect will amplify scaling far more than you probably will originally think.

One thought would be that it restores a percentage of your missing hp. For example. 20% of missing hp. this would mean that you would have to be damn near dead to get the full 20% ( would likely need another threshold to offset this like 20% or less remaining hp will always heal the max amount offered by the item) missing hp heal, plus the base of 350, plus healing booster. Making this really strong the closer you are to death while scaling with max hp at the same time (more hp you have the greater the number when missing said HP).
 
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