Small change to Fortitude

rheede24

Member
Instead of "after not taking damage for 10 seconds", please alter it to "after not taking player/objective damage for 10 seconds, or non-player/objective damage for 5 seconds".

While lane minions don't trigger its cooldown currently, neutral/jungle mobs trigger the full 10 seconds, which is too much. Instead, neutral mobs should only trigger a 3-5 second cooldown before the regenerate effect begins.

This won't be a major buff to the item, but it will make it feel as if it flows better after engagements. Having the heal be interrupted for 10 full seconds from a jungle camp, especially late game when you can kill the jungle camps in 0.2 seconds, feels like way too large of a delay, and makes the item feel as if it doesn't do it's job of getting you back to full HP after engagements, as often you'll want to rotate through jungle camps after these engagements and you will very rarely spend 10 or more seconds not interacting with anything to start the heal. Sometimes, going back to base is faster than waiting for the effect to begin, and that makes me feel as if the item isn't quite accomplishing it's goal.
 
This seems like it might make it a bit too valuable of a laning tool considering the relatively low pricepoint. Push into tower while taking unfavorable trades then go farm neutral camps until the lane is reset. Ten seconds really isn't that long in the context of early-mid game.

Perhaps a compromise to this would be introducing a T4 item that has a similar effect that isn't interrupted by neutral camps. It would be nice to have a T4 vitality item that focuses on raw hp over utility and lifesteal, and isn't Colossus. And, ironically, the best sources of regen are in weapon and spirit categories, not vitality, so this would be a good excuse to bring those stats over to vitality.
 
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