T3 Vitality - Lifesteal Other

cedricgalindez

New member
There aren't any real compelling agressively-minded items that a primarily damaged-focused hero would purchase in situations where they wish to increase the survivability of their allies. They exist of course in the form of heroic aura and the like, as well as things like McGinnis's medicinal dispenser range scaling with spirit, but I think there should be an item that helps heal allies based on damage dealt.

Something like (Numbers example only)

Siphon Pact (Vitality - 6300)
+20% weapon damage
+10 Spirit Power
+180 bonus health
-35% Healing recieved from lifesteal
PASSIVE - Dealing damage causes beams of vitality to erupt from your enemies, healing allies for a percentage of damage dealt.
Range scales with spirit, percent healing scales with lifesteal.

This design would encourage agressive damage dealers to pump damage to support their more close-quarters allies, while also allowing for direct counterplay by reducing their own lifesteal and survivability. Balance levers include being able to make this more agression-oriented (further reducing lifesteal self, increasing weapon damage and spirit power) or moving it towards a more supportive role (Reducing damage, increasing heals).

This design could also reasonably be made into an earlier game option, or flipped on its head.

Health Salvage (Vitality- 3000)
+150 Bonus health
+8% Fire rate
PASSIVE - Ally damage dealt to nearby enemies heals you for a percent of damage dealt. This effect is increased on enemies you've recently disabled.
Range scales with spirit
 
And why would you give even more strength to your carry, while you playing support hero? (ivy, dynamo.) Developers doesnt want pure supports as they are frustrating to play. In what situation this can be used? As a high damage hero, it means you are probably carrying, so you need others items, in late due to low time to kill threshold since everyone has items, this is irrelevant. Only plausible use scenario in a mass team buy to just make your singular hero carry you through heal and buffs, which is bad for everyone.
Second design is just broken. You pair it with resists or colossus and bullet sponge (mo, abrams, etc). You having fun, enemies dont. You dont have fun against it too.
 
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