Wish - Charge-based vitality item

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Slot: Vitality
Wish
Tier: IV (6200)
+15 spirit power
+10% ability cooldown
Passive:
Increases the effectiveness of your healing by 10%
Active (60s) (1 charge) (3s between charges):
Provide the target with a wish, granting them move speed. After 8 seconds, the wish is granted, instantly healing the target.
  • +2m/s move speed
  • +33% max hp heal per wish
  • One wish per ally

As of right now, all of the tier 4 vitality items tend to be quite selfish item, usually only bought by tanks or carries to engage or survive damage, instead of more supportive archetypes. I suspect there are reasons as to why this is the case, seeing how those archetypes tend to be the only ones that can afford investing into an expensive vitality item. Nevertheless, I decided to come up with a vitality tier 4 that is designed to be an expensive, yet potent option for healing. The charge system requires additional investment into another expensive item (rapid recharge) in order to make the most out of the item. I am also open to the idea of making this item build out of another item in order to make the item more of a commitment.
 
I don't like the idea of making a tier 4 dependent on an unrelated tier 1/3 to be good. I think if we're going to make an active item use charges we have 2 options. We can make it use multiple charges inherent in the item or we can make it use stamina as a form of charges. I like the idea of a support using their stamina as a charge to heal people so might I suggest it uses stamina has a 10 second cooldown and heals 20% max hp instead?
 
I don't like the idea of making a tier 4 dependent on an unrelated tier 1/3 to be good. I think if we're going to make an active item use charges we have 2 options. We can make it use multiple charges inherent in the item or we can make it use stamina as a form of charges. I like the idea of a support using their stamina as a charge to heal people so might I suggest it uses stamina has a 10 second cooldown and heals 20% max hp instead?
You only need Extra charge in order to benefit from an additional charge. Plenty of existing items have synergies with other items.
 
Slot: Vitality
Wish
Tier: IV (6200)
+15 spirit power
+10% ability cooldown
Passive:
Increases the effectiveness of your healing by 10%
Active (60s) (1 charge) (3s between charges):
Provide the target with a wish, granting them move speed. After 8 seconds, the wish is granted, instantly healing the target.
  • +2m/s move speed
  • +33% max hp heal per wish
  • One wish per ally

As of right now, all of the tier 4 vitality items tend to be quite selfish item, usually only bought by tanks or carries to engage or survive damage, instead of more supportive archetypes. I suspect there are reasons as to why this is the case, seeing how those archetypes tend to be the only ones that can afford investing into an expensive vitality item. Nevertheless, I decided to come up with a vitality tier 4 that is designed to be an expensive, yet potent option for healing. The charge system requires additional investment into another expensive item (rapid recharge) in order to make the most out of the item. I am also open to the idea of making this item build out of another item in order to make the item more of a commitment.
If it's not meant to be selfish, it needs the text 'can't be self-targeted.' Otherwise, a 33% heal for frontliners, plus two charges for other allies, could become a major issue. Additionally, if it isn't one charge per ally per copy of the item, what happens if two frontliners both buy this? Can they each use one charge on themselves and another on each other? While the idea sounds good, it would require a lot of restrictive text, which could become frustrating for clarity.
 
Wish
Vitality Tier 4
Components
: Healing Booster
§7250 Souls

  • +6 Health Regen
  • +15 Spirit Power
  • +12% Spirit Resist
Passive:
Increases the effectiveness of your healing by 30% and resistance to healing reduction effects on your allies by 15%​
Active (30s Cooldown):
Provide the target with a wish, providing bonus movement speed. After duration expires, the wish is granted, instantly healing the target for a percentage of Max Health. Cannot be self-cast
  • 30% Heal Amount (Conditional)
  • 2m/s Move Speed (Conditional)
  • 45m Cast Range
  • 8s Duration

I scrapped the charge mechanic, and added no self-cast. It also builds out of healing booster now.
 
Wish2.png
- Wish: Removed health regen and spirit power
- Wish: Added +200 bonus health
- Wish: Spirit resist increased from 14% to 16%
- Wish: No longer builds from healing booster
- Wish: Healing effectiveness reduced from 30% to 10%
- Wish: Healing reduction resistance increased from 15% to 25%
- Wish: Healing is now based on damage dealt during the duration by the wish target
- Wish: Added +300 barrier to effect duration
- Wish: Now gives percentage move speed
- Wish: Cooldown increased from 30s to 51s
- Wish: Cast range reduced from 45m to 30m

The patch notes format is actually pretty clean. I might just start using it for now on to communicate a rework to any of my concepts.

Decided to toss this item concept into Deadlock Graphic Designer to pretty it up. I also decided to rework it a second time because why the hell not. It's so much different compared to what I originally started with, it's practically a new item. Even then, I still think it could use some more work. I might drop the first passive some day, who knows.
 
I love this item quite a lot. Sorry for bumping an older post.

One thing of note, and please criticize this as you see fit, with the current state of deadlock, this would almost be too powerful of an item, but versatility. (In-built stats and passive are fine)

What I mean is during a game, half the team may never see their wish come true as it would be focused on the front liners in the middle of a team fight, which from what I understand is sort of the point of the item, but wouldn't be effective on a character who is doing minimal damage via utility (if you are trying to save them, see Paige / Rem).

While the concept of a snowball is fun, it would cause nearly every game to end up the same with the supports / side laners building this item every game, and potentially stack it on an immortal Victor, hard carry Haze and Silver, as an example.

A change that I believe may be beneficial here, is rather than 50% of damage dealt of 8 seconds, is to revisit the original concept of % Max HP, but this stat is scaled by level, not a flat %. Very similar to Healing Nova but the tier 4 version with a single target healing instead that is stronger.

The math could work like this:
Base Max HP of 10%, scaling with boon level.
Heal Amount: Boon Level x .90 = % Max HP
Minimum souls to buy the item - 6,400 souls = Boon Level 9 = 18.1% Max HP
Boon Level 16 - 12.6k souls required = 24.4% Max HP healed
Boon Level 35 - 49,6k souls required = 41.5% Max HP healed

Obviously I'm not great on the stat front of things. But I feel like 50% of total over / 8 seconds is way too strong, effectively max healing a character every team fight.

Please let me know your thoughts / if you have anymore plans for the concept! I'd love to hear about it.

While working on the concept of the updating scaling, I also added minor spirit scaling to the barrier. This is just a bit of fun but thought about how it might actually be useful.

Below is an updated concept!

[#ffff00,__Deadlock Graphic Designer__](3).png

After making the this version of the concept, I've come to realize that Max HP may not be the go and instead missing HP with a higher boon scaling, potentially 1x / 1.1x.
 
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