Lucashnase
New member
Hi everyone,
I play this game mainly as a supportive teammate in Solo Q in Arcanist V Range for the last 100+ games (so you have my perspective), meaning my priority mission (besides objectives) is the following:
1)Nobody dies 2)Boost Mates 3)CC enemies 4)DMG
I feel this side of the game is not that developed because it feels basically nonexistent during laning, over the top midgame when you got your 3-4 core items, but then later it feels punishing playing this strategy.
In longer games where people have 40-50 k+ souls, it becomes oftentimes meaningless, and you need to readjust your build strategy.
Anyway, here are a few ideas to make it a bit more interesting to go this route not only during 1/3 of the game.
You´ll often read "switch to Spirit" or redundant changes; that doesn't mean I want all those changes.
Healing Rite/Healing Nova:
Healing Nova is so strong Early/Mid I build it in all my builds. But it is expensive to rush early (you miss too much on other early items, mostly because Healing Rite is horrible).
From laning/mid to the start of lategame, Nova feels great. It starts strong early but then drops off hard at the point where nearly all enemies have anti-healing and your mates have 3k+ life.
Healing Rite, on the other hand, is the punishment for Novas Strength to me because it is 500 souls early and feels like wasted souls at any moment in Laning.
Any other 500 item from the build would be a better invest to me. If bought early Its often a panic item because me or my Laneparter are very pressured and there is no alternative that builds into a 1250 and gives this relieve feeling of "i can heal" but in all honesty, most of the time Healing Rite gets cancelled if the enemy is looking out for it (not even speaking of teammates not realising the heal and getting shot instantly)
If it would not build into Healing Nova I wouldnt touch it.
So a few ideas To spice up Nova for late game:
-Change the Lategame Heal somehow to make it viable.(maybe like Heal Beam % of life maybe, would also adress early strength)
OR
-Keep the small flat heal but make it remove antiheal before application of the heal. Like an AoE Debuffremover but just for antiheal to keep it civil
-Give it a nonremovable debuff so that not multiple Novas can be spammed in quick succession to avoid multiple player Nova teams
Healing Rite rework:
-Drop the heal over time
-Make it evolve into EITHER Healing Nova OR Restorative Locket
-Use Restorative Locket mechanic somehow, like get Stacks in some form (by getting hit/by time/abilities etc) , but maybe less Stacks like max of 5 and less Strong Stacks. Now you can give out direct small heals instead of original larger heal where you need to go in the corner and wait for 20s...
Restorative Locket/Devine Barrier:
Love both mechanics but Resorative locket stats are specific.
What i usually buy is Barrier early because its not viable for lategame DMG but great for early fights, or i skip Barrier and go directly Locket because its a great heal at any point of the game, even lategame, when antiheal is applied, you still get this 400ish emergency heals out.
There could be given some love to both of those items.
-Switch Locket to Spirit tweak it and give it a 500 1st stage.
-Switch Barrier to Spirit
Healing Booster:
Remove this item and give other heal specific items a small healing boost in form of item stats or heal adjustment and the counter antiheal to other items to save a green Slot. Green slots are like all there is in life to me as support they fill up quick early which makes it SO gamechanging if the Team gets flex spots early, but lategame it is hard to survive. 3 heal items + healing boost+ boots/stamina. no resistance or anything possible from vitality tree.
Debuff Remover:
Reasons i never buy it but i would consider if any or all of this changes:
-I cant use it on my teammates (main problem)
-It is to expensive to use only on self
-It takes a green slot.
Maybe consider moving it and its 1st stage down so it gets 500/1250 gold
Heal Beam:
Love it, its my favorite Item, not too strong in heal/cooldown at any given point, but still ok Lategame if no Antiheal is applied.
-Deserves a 1st stage (maybe only pull and no heal or vice versa)
-Happend lots of time that people i pull get stuck on stuff like railings, maybe consider tweaking the pull part.
-also useless if not possible to remove antiheal from your mates somehow in lategame
Final Take:
Make some items cheaper! My core for example is usually Healnova (1750)+Barrier (1250)+Healbooster(1250)+Healbeam(3000) =7250 Which you cant rush because you would get shredded during laning and just be a liabillity to your mate. So this core is often achieved after laning during walker Phase around 10-20k gold.
(if you want movement you already need at least 1 flexspot).
I usually have 10-20% less then average Souls of my team starting lategame which is expected (it is because it is not my main goal to take souls from my mates)
I take only few camps when behind and usually try to help the people after laning over farming which results in traveltime and shared lanes.
The high cost of support items currently makes it hard to come online , after getting your core you usually get 10-20 min of OPness and then 35 min into the game or around 40k average enemy souls you drop like a stone (mostly due to antiheal and you getting more focused by enemy carries)
Maybe this kind of playstyle is not in the mind of the developers for this game but thats my 2 cents. I hope its not to boring to read.
Bye
I play this game mainly as a supportive teammate in Solo Q in Arcanist V Range for the last 100+ games (so you have my perspective), meaning my priority mission (besides objectives) is the following:
1)Nobody dies 2)Boost Mates 3)CC enemies 4)DMG
I feel this side of the game is not that developed because it feels basically nonexistent during laning, over the top midgame when you got your 3-4 core items, but then later it feels punishing playing this strategy.
In longer games where people have 40-50 k+ souls, it becomes oftentimes meaningless, and you need to readjust your build strategy.
Anyway, here are a few ideas to make it a bit more interesting to go this route not only during 1/3 of the game.
You´ll often read "switch to Spirit" or redundant changes; that doesn't mean I want all those changes.
Healing Rite/Healing Nova:
Healing Nova is so strong Early/Mid I build it in all my builds. But it is expensive to rush early (you miss too much on other early items, mostly because Healing Rite is horrible).
From laning/mid to the start of lategame, Nova feels great. It starts strong early but then drops off hard at the point where nearly all enemies have anti-healing and your mates have 3k+ life.
Healing Rite, on the other hand, is the punishment for Novas Strength to me because it is 500 souls early and feels like wasted souls at any moment in Laning.
Any other 500 item from the build would be a better invest to me. If bought early Its often a panic item because me or my Laneparter are very pressured and there is no alternative that builds into a 1250 and gives this relieve feeling of "i can heal" but in all honesty, most of the time Healing Rite gets cancelled if the enemy is looking out for it (not even speaking of teammates not realising the heal and getting shot instantly)
If it would not build into Healing Nova I wouldnt touch it.
So a few ideas To spice up Nova for late game:
-Change the Lategame Heal somehow to make it viable.(maybe like Heal Beam % of life maybe, would also adress early strength)
OR
-Keep the small flat heal but make it remove antiheal before application of the heal. Like an AoE Debuffremover but just for antiheal to keep it civil
-Give it a nonremovable debuff so that not multiple Novas can be spammed in quick succession to avoid multiple player Nova teams
Healing Rite rework:
-Drop the heal over time
-Make it evolve into EITHER Healing Nova OR Restorative Locket
-Use Restorative Locket mechanic somehow, like get Stacks in some form (by getting hit/by time/abilities etc) , but maybe less Stacks like max of 5 and less Strong Stacks. Now you can give out direct small heals instead of original larger heal where you need to go in the corner and wait for 20s...
Restorative Locket/Devine Barrier:
Love both mechanics but Resorative locket stats are specific.
What i usually buy is Barrier early because its not viable for lategame DMG but great for early fights, or i skip Barrier and go directly Locket because its a great heal at any point of the game, even lategame, when antiheal is applied, you still get this 400ish emergency heals out.
There could be given some love to both of those items.
-Switch Locket to Spirit tweak it and give it a 500 1st stage.
-Switch Barrier to Spirit
Healing Booster:
Remove this item and give other heal specific items a small healing boost in form of item stats or heal adjustment and the counter antiheal to other items to save a green Slot. Green slots are like all there is in life to me as support they fill up quick early which makes it SO gamechanging if the Team gets flex spots early, but lategame it is hard to survive. 3 heal items + healing boost+ boots/stamina. no resistance or anything possible from vitality tree.
Debuff Remover:
Reasons i never buy it but i would consider if any or all of this changes:
-I cant use it on my teammates (main problem)
-It is to expensive to use only on self
-It takes a green slot.
Maybe consider moving it and its 1st stage down so it gets 500/1250 gold
Heal Beam:
Love it, its my favorite Item, not too strong in heal/cooldown at any given point, but still ok Lategame if no Antiheal is applied.
-Deserves a 1st stage (maybe only pull and no heal or vice versa)
-Happend lots of time that people i pull get stuck on stuff like railings, maybe consider tweaking the pull part.
-also useless if not possible to remove antiheal from your mates somehow in lategame
Final Take:
Make some items cheaper! My core for example is usually Healnova (1750)+Barrier (1250)+Healbooster(1250)+Healbeam(3000) =7250 Which you cant rush because you would get shredded during laning and just be a liabillity to your mate. So this core is often achieved after laning during walker Phase around 10-20k gold.
(if you want movement you already need at least 1 flexspot).
I usually have 10-20% less then average Souls of my team starting lategame which is expected (it is because it is not my main goal to take souls from my mates)
I take only few camps when behind and usually try to help the people after laning over farming which results in traveltime and shared lanes.
The high cost of support items currently makes it hard to come online , after getting your core you usually get 10-20 min of OPness and then 35 min into the game or around 40k average enemy souls you drop like a stone (mostly due to antiheal and you getting more focused by enemy carries)
Maybe this kind of playstyle is not in the mind of the developers for this game but thats my 2 cents. I hope its not to boring to read.
Bye