[vitality] Health Nova, Health Supernova

hecate

Active member
I think health Nova has been in a weird spot ever since it was nerfed. Some of this is spurred by the changes to medic troopers - the new heals are great, and reduce the need for items to heal back up without returning to fountain, but it also severely feels like health nova needs reconceptualizing now. I suggest the following (ballpark on the cooldowns, thought is 1 heal every 2 waves in lane):

Health Nova: t2, active, 55s cd, heals a fixed amount of total health divided among players in range. Total health healed scales with boons.

Healing should taper off and last longer/not stack with itself to dissuade spamming it in fights / have a "better uptime" feel to it in lane.

Health Supernova: t4, 50s cd. Heals a boon-scaling amount of health over 5a & grants a fading regen to players in range. Passive includes either increased debuff resistance to players affected.

The goal here is for a better complement to healing tempo for counterplay into heavy anti-heal/sustained damage. I think that it should also have a slight lock-out period after taking damage (2.5s?) to prevent using it in the middle of a fight or in reaction to burst/cc. It should also combo well with healing tempo for allowing supports to enable stalemate-breaking or generally better teamfight when used carefully.
 
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