Vampiric Mark. New Active anti-heal/support item idea

Lycan2712

New member
New idea for a Green Active item.

Everything in ( ) are just number/stat suggestions.

Cost: 1,250
Tier: 2
Shop bonus: +14% base health
Item Stats:
(+100 Bonus health)
(+2 sprint speed)

Passive: none
Active: (55) Second cooldown
Target an enemy or ally and apply a Mark to them.

Enemy: A Marked enemy’s healing is reduced by (40)% for the duration. You are healed for (120)% of the healing reduced.

Ally: Whenever you or the marked ally receive healing, the other receives (40)% of the heal as well.

(20.0 m) Cast Range

(30)s Duration


Idea for a new anti-heal item. An Active with a similar role/niche to Decay, but one that wants to be used more pro-actively in order to get the most value.
I also wanted to add a secondary effect, allowing it to be cast on allies, because we need more Support items that aren't just healing + (effect).
  • In order to make sure this item doesn't overshadow Decay, it should probably have a lesser percentage of healing reduction on the target.
  • Another idea for this item that I ended up removing in order to simplify it: Having separate duration(s) depending if it is cast on an Ally (shorter duration), or enemy (longer duration).
  • As stated above most numbers are in ( ) because they are just suggestions. However the (120)% number is one I'm much more adamant on. (I wouldn't personally put it any higher than 175% if it needed a buff. Or any lower than 100% unless the item needs a nerf)
 
Personally, I feel like some of these stats are quite high for a Tier 2 item.

For an enemy you're reducing their healing by 40% and at the same time healing yourself for 48% of their healing (Without the reduction). If you compare this to something like Healbane, it's only 10% less than that with all the benefits of the extra healing (Additionally, this provides better passive stats than healbane) which healbane doesn't have (You could argue that Healbane has the on kill healing effect, but that is more situational and not as consistent and safe as this item's healing properties).

The duration is also kind of insane, 30s for this compared to Healbane's 7s. If the target stays alive and doesn't have any items like debuff reducer and remover, then you have this debuff on them for 55% of the time (The other 45% is when the debuff is gone and the item is on cooldown). Compare this to other active items of the same price like Decay or Withering Whip which have durations of around 5-10s at best while this is 3 times that by default.

As for the ally effect I'd say the heal is also rather high, 40% is absurd if you consider that you could do this together with other teammates (You buffing them and them buffing you with the same item) and have some unmatched healing potential, especially if you and an ally are playing a heavy lifesteal or heal based build.

Also don't forget the scenarios where this item would far surpass the healing of some active items, the two first ones that come to mind is Lady Geist using her leech ability to heal someone who has applied the buff on her or the same thing with a Dynamo healing someone who has applied the buff on him.

If you tweak the stats a bit though, I'd say the item could be a pretty cool gateway to some more support builds for heroes that wouldn't allow those. I like the idea, there are some neat concepts being used here.
 
Personally, I feel like some of these stats are quite high for a Tier 2 item.

For an enemy you're reducing their healing by 40% and at the same time healing yourself for 48% of their healing (Without the reduction). If you compare this to something like Healbane, it's only 10% less than that with all the benefits of the extra healing (Additionally, this provides better passive stats than healbane) which healbane doesn't have (You could argue that Healbane has the on kill healing effect, but that is more situational and not as consistent and safe as this item's healing properties).

The duration is also kind of insane, 30s for this compared to Healbane's 7s. If the target stays alive and doesn't have any items like debuff reducer and remover, then you have this debuff on them for 55% of the time (The other 45% is when the debuff is gone and the item is on cooldown). Compare this to other active items of the same price like Decay or Withering Whip which have durations of around 5-10s at best while this is 3 times that by default.

As for the ally effect I'd say the heal is also rather high, 40% is absurd if you consider that you could do this together with other teammates (You buffing them and them buffing you with the same item) and have some unmatched healing potential, especially if you and an ally are playing a heavy lifesteal or heal based build.

Also don't forget the scenarios where this item would far surpass the healing of some active items, the two first ones that come to mind is Lady Geist using her leech ability to heal someone who has applied the buff on her or the same thing with a Dynamo healing someone who has applied the buff on him.

If you tweak the stats a bit though, I'd say the item could be a pretty cool gateway to some more support builds for heroes that wouldn't allow those. I like the idea, there are some neat concepts being used here.
Thanks for the complements but more so for the criticisms.
Most of the stats are very placeholder and I agree are probably way higher than what they should/would end up being. Initially I wanted the ally shared healing to be a lower %, but for simplicity I just made it the same value as the healing reduction.
I also wanted to have the Cooldown and Duration change based on how it was used. longer cooldown and shorter duration on an ally. shorter cooldown and longer duration on enemy. But again I left those out for simplicity.

There was another part of this idea that I didn't go into because it felt more like a balance opinion then a new item idea. Mostly the fact that I would love more Anti-heal then just 2/3 items and like 2 abilities. And that I want it to be distinct enough from healbane (which for some reason I was thinking was a 60% reduction).

One other aspect that would be a good way of avoiding the situation of 2 supports marking each other and healing is by only allowing 1 mark per person, per team. (If you are Abrams and you use the Mark on an ally Dynamo and he uses his on you, yours would immediately end and go on cooldown) That way we can avoid any kind of "Share the love" kind of team builds.

I forget if other actives like Decay and Slowing Hex go on cooldown as soon as they are used. This item would go on cooldown after it's effect is over. Making its "Effective cooldown" its Duration + its Cooldown.
 
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