The orange health from Shiv's bloodletting no longer "absorbs" damage

This seems to have been changed in the latest patch but was undocumented. The way it worked before was: say you take 100 damage with 40% damage deference, which creates 40 orange health, and then you take another 100 damage instance. The 40 orange health "absorbs" a portion of the hit. What this basically meant was that Shiv literally took less damage than other heroes in a majority of cases. It has worked this way since he was added, and It hadn't been changed since the recent patch. Perhaps this mechanic was a bug itself that had been unaddressed until recently?
 
idk what you mean by 'Absorb' but it seems to work as intended as always to me, its just 6 second duration instead of 12 so your taking the orange health damage twice as fast as before.
 
idk what you mean by 'Absorb' but it seems to work as intended as always to me, its just 6 second duration instead of 12 so your taking the orange health damage twice as fast as before.
Bloodletting didn't *just* delay damage. If the same Grey Talon arrow hit a 750 health Shiv and a 750 health Infernus twice for 200 damage in two instances, Shiv would take less damage total after bloodletting ends than Infernus, and even accounting for regen, having more total health afterwards, because the orange health created from the first arrow still counted as a "layer" of health, and therefore still takes damage like normal health. His orange health "absorbed" damage taken, even though its "fake" health. Its part of the reason he's always been so unkillable.
I'm not talking about bloodletting delaying damage taken, I'm talking about how he would literally take less total damage across several instances than any other hero in the game because of this interaction.

This was probably a bug, but it's been in the game since shiv's release and there wasn't anything said about removing it, so I'm not sure.
 
Bloodletting didn't *just* delay damage. If the same Grey Talon arrow hit a 750 health Shiv and a 750 health Infernus twice for 200 damage in two instances, Shiv would take less damage total after bloodletting ends than Infernus, and even accounting for regen, having more total health afterwards, because the orange health created from the first arrow still counted as a "layer" of health, and therefore still takes damage like normal health. His orange health "absorbed" damage taken, even though its "fake" health. Its part of the reason he's always been so unkillable.
I'm not talking about bloodletting delaying damage taken, I'm talking about how he would literally take less total damage across several instances than any other hero in the game because of this interaction.

This was probably a bug, but it's been in the game since shiv's release and there wasn't anything said about removing it, so I'm not sure.
Orange health is just a visual indicator for how much HP shiv needs to bleed.

That health still belongs to shiv.

Not sure what exactly you're describing as it doesn't really make sense, either way you put it the total damage would be the same.

Maybe it just feels different since shiv bleeds much faster now.
 
Wait that was a thing? So prepatch his passives orange health acted as a shield/additional health? That def is a bug if true, there is no way thats supposed to work like that.
Exactly, yes. I've always figured it was a bug but it was such a contributing factor in his survivability for so long that I figured it would have been mentioned in the patch.
 
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