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).
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)