View Full Version : Life Potion - New Consumable
Blaky039
11-28-2009, 02:11 AM
Life Potion
http://wholesaleinhongkong.com/HUGO%20BOSS%20PHOTO/Boss%20Eau%20De%20Toilette%20Spray%20100ml%203.3oz .jpg
I thought of this suggestion due to the lack of consumables using on mid - late game, well actually these items are only used early game because then they loose the effectiveness.
So my suggestion is:
Price: As some of the users have requested I have changed the price to 200 from 100.
Effect: Heals 2.5% HP during 16 seconds for a total of 40% HP. Dispells on damage. Cannot have more than one at the same time.
Pros:
-Effective through out the game.
-Great on high HP tanks.
-Can be used on friendlies.
-Smells good.
Cons:
-Long healing time.
-Useless on low HP heroes.
-Dispels on damage.
-Carrying limit.
A`nub`is
11-28-2009, 06:21 AM
Good idea in general. Wonder though how it would affect gameplay. Price should be 150 or even 200 imho.
Blaky039
11-28-2009, 10:23 AM
I put it on 100, because I think that 150 its just too much for a consumable, but maybe it should be increased because this is a mid to late game consumable.
Gizzleby
11-28-2009, 04:12 PM
Could be nice, it partly replaces heart for a quantum of its price, since it nearly has the same healing effect and is only viable out of battle (lets neglect damage and hp :rolleyes: ). Voted yes because of carrying limitation, viability only for high hp heroes, dispelling when damaged and its smell.
Blaky039
11-28-2009, 04:20 PM
Thank you, keep the support! :)
chispecr
11-28-2009, 11:09 PM
perfct
ISMFOF
11-28-2009, 11:11 PM
I actually really like this idea, only being able to carry one was a great trait for it. Voted yes. I would buy this for sure
Blaky039
11-28-2009, 11:43 PM
Thank you. Who else likes this? =D
Apostate
11-29-2009, 04:10 AM
Sounds like a good idea to me; there really isn't much value in any of the consumables late game right now. The price isn't overly relevant; it is less effective than healing potions until later levels of the game, so making it more expensive or making it only 100 would be fine. The only issue I see is that I really don't need/use consumables late game anyway. If I want a heal I use my tp stone.
Blaky039
11-29-2009, 07:19 PM
The only issue I see is that I really don't need/use consumables late game anyway. If I want a heal I use my tp stone.
Well, yeah, but a TP its worth 135, plus all the time going back to your original position and stuff, it really takes more time and it is more expensive so...
Dwezeldorf
11-30-2009, 02:46 AM
That potion is pretty BOSS.
Maels
11-30-2009, 08:24 AM
It's overpowered as hell
Blaky039
11-30-2009, 10:56 AM
It's overpowered as hell
Tell me why?
yourheero
11-30-2009, 11:52 PM
No thanks,
A hero with a maximum of 3000 hp would regain 1200 hp in 16 seconds. That hero would be regaining 75hp/s as compared to 40hp/s with a normal health potion. You would need 1000 HP to get an average of 40hp/s for 16 seconds. A tank could walk out of a team battle with half health and come back in 16 seconds to finish the leftovers. It does not matter how many one can carry, since the rest of the team may take one and share it.
For 100 gold? Didn't know lives were so cheap :X
Just carry two health potions. In 20 seconds,800 HP will be regenerated. That's good enough for midgame.
Spath
12-01-2009, 04:13 AM
I say more expensive. Maybe 250 or more?
Blaky039
12-01-2009, 02:46 PM
No thanks,
A hero with a maximum of 3000 hp would regain 1200 hp in 16 seconds. That hero would be regaining 75hp/s as compared to 40hp/s with a normal health potion. You would need 1000 HP to get an average of 40hp/s for 16 seconds. A tank could walk out of a team battle with half health and come back in 16 seconds to finish the leftovers. It does not matter how many one can carry, since the rest of the team may take one and share it.
For 100 gold? Didn't know lives were so cheap :X
Just carry two health potions. In 20 seconds,800 HP will be regenerated. That's good enough for midgame.
The thing is that tanks as of right now do not have like anything for them, how can I say it, the metagame right now is in favor of the carries and it doesn't matter how tanky you are you will never beat a stacked carry.
The numbers can be changed, what matters its the concept. A percentage based healing potion for mid - late game.
Gizzleby
12-03-2009, 04:52 PM
It does not matter how many one can carry, since the rest of the team may take one and share it.
Could make it like Astrolabe, a hero healed by it cannot be healed again by the potion for 45 seconds or something like this.
DeTalores
12-03-2009, 07:10 PM
I'm gonna hafta go with T-Down. A healing % potion seems way too imba to me. Consumables now are good enough.
Sinestro
12-03-2009, 10:07 PM
Sounds like a good idea to me; there really isn't much value in any of the consumables late game right now. The price isn't overly relevant; it is less effective than healing potions until later levels of the game, so making it more expensive or making it only 100 would be fine. The only issue I see is that I really don't need/use consumables late game anyway. If I want a heal I use my tp stone.
The second you get 1k HP it's better than Healing potions. That's hardly "less effective till later", as most heroes have 1k hp by 10.
Lochen
12-05-2009, 06:45 PM
The only thing is that consumables tend to be used to get you to mid/late game where items can be used instead. Otherwise I can see some abuses of consumable items during this time.
partyvan
12-05-2009, 10:25 PM
%hp regen is extremely powerful. That's why it's only on one item, and it's a very expensive item. :q I don't know if this could be balanced out. I mean, I guess anything can be balanced out by making it pricey enough (:
NoMoreOxygen
12-06-2009, 04:01 PM
This is already implemented. It's called behemoth's heart.
awesomesauc1
12-17-2009, 02:41 AM
vote yes for item, maybe tweaked a little, but some late game consumables besides tp scroll would be nice
Skasian
12-17-2009, 02:55 AM
The idea/concept is good except the problem with carrying it.
As someone once said to me "The true price of an item is the inventory slot it occupies". To carry a 100 gold item around late game is very 'inefficient' for what it is doing. I'd much rather have a bracer in the spot or a scroll of TP. I'd anticipate most .of the time you wouldn't have the space for this item/
kazokazo
01-01-2010, 01:08 PM
Well I just voted yes... but I still cant believe 39 voted no
Such a good idea and some guys just vote no
What a shame....
But still nice idea
iGame1
01-01-2010, 01:30 PM
Picture set me off
Dragunov`
01-01-2010, 01:33 PM
not bad i say yes
chispecr
01-01-2010, 08:25 PM
good idea
Stagmo
01-01-2010, 09:30 PM
Good idea says I. $135 is better price though. Make it same as tp stone so you can carry this instead to heal without the time penalty (at least once). I also agree that it shouldn't stack, I'd say a 60 sec cooldown on use per person (target). That way you can't just send your tank in 6 times (once to start and once per potion your team holds) and pick up the left overs from behind with the rest of the team. This of course assuming your tank can take the hits without getting disabled that many times.
Anyway, I'm rambling but T-Up on the concept, just needs little tweaks.
Maelstrom2
02-06-2010, 06:05 PM
The idea/concept is good except the problem with carrying it.
As someone once said to me "The true price of an item is the inventory slot it occupies". To carry a 100 gold item around late game is very 'inefficient' for what it is doing. I'd much rather have a bracer in the spot or a scroll of TP. I'd anticipate most .of the time you wouldn't have the space for this item/
Pretty much this. So heroes are going to have a TP scroll and this potion? That's two slots down the drain.
Personally, I don't see the item being used much mid game and very rarely in late game. Good idea, though, so I'll thumbs up.
Octaine
02-06-2010, 10:56 PM
Make it 30% over 10 seconds and cost 135.
ShAdOw_LaNcE
02-06-2010, 11:53 PM
This is too situation specific for a consumable. Give me the top three situations that you would use this in, and maybe that will help me see it. But at the moment I'm seeing 200 gold being pointlessly wasted.
FlyingFury
02-07-2010, 08:28 AM
i like the concept but i do think the price is a lil to high because you can get two of the health pots for 200 and it will heal for 800hp
now unless you have more then 2k health then its a complete waste of money
my idea is to have it like sight wards where you can only buy a certain number.. maybe 2 and the coold down is 5-10min and in this case raise the percent to %70
this makes it a great late game item and even early game if you are a str hero that is jungling and have over 1k health
150 gold for 700 heal at 1k health compared to 800 for 200 is good considering you will most likely have more then 1k over a bit more time
the cooldown and limit is also great because it makes it not spamable and mostly tanks/ carries need it
how do you like this idea?
HonStinks
02-07-2010, 08:35 AM
I think the 16 second duration is a pretty long time and will put you on the defensive for too long, so instead I'd say 30% of max health in 8 - 10 seconds since it's dispelled on damage.
FlyingFury
02-07-2010, 08:56 AM
For the people that say make it 30% I dont think that is a late game item which is what i think he is trying to make.
if you can only have one that you would need about 1.1k health and then it would be a regular health potion... and you can get 2 for the same price as that...
if you think this item is over powered then the health potions are too... 800 health regen for 200g that could be almost priceless early game...
but late game if you have 2-3k health then 30 percent is only about
600-900..... thats still bad for 200 gold.... when 2 pots heal 800 for the same price
i still say my previous idea would make this item a lot more balanced and be able to be used for more situations..
ShAdOw_LaNcE
02-07-2010, 10:45 AM
For the people that say make it 30% I dont think that is a late game item which is what i think he is trying to make.
if you can only have one that you would need about 1.1k health and then it would be a regular health potion... and you can get 2 for the same price as that...
if you think this item is over powered then the health potions are too... 800 health regen for 200g that could be almost priceless early game...
but late game if you have 2-3k health then 30 percent is only about
600-900..... thats still bad for 200 gold.... when 2 pots heal 800 for the same price
i still say my previous idea would make this item a lot more balanced and be able to be used for more situations..
Hp is overrated. It's all about your opponents hp and your mana. As pyromancer, you could kill a 2000 hp guy while you only have 1 hp, if you hit off all of your spells and had a codex that is.
Point is, it's all about surprises for kills, and mana is needed for a surprise. And if you're surprised then you should have a bottle to heal afterwards (is has infinite uses and gives 405 hp) and a heart.
Late game, a good tank will have a heart. Isn't .75%hp per second enough? you're not gonna need another potion with that kind of regen.
And who else will use it besides a big tank?
I repeat, give me the top 3 situations for use.
FlyingFury
02-07-2010, 11:45 AM
Hp is overrated. It's all about your opponents hp and your mana. As pyromancer, you could kill a 2000 hp guy while you only have 1 hp, if you hit off all of your spells and had a codex that is.
Point is, it's all about surprises for kills, and mana is needed for a surprise. And if you're surprised then you should have a bottle to heal afterwards (is has infinite uses and gives 405 hp) and a heart.
Late game, a good tank will have a heart. Isn't .75%hp per second enough? you're not gonna need another potion with that kind of regen.
And who else will use it besides a big tank?
I repeat, give me the top 3 situations for use.
the .75% is really good but if you have 3k hp and only 300hp after a team fight then a quick pick up of 70% hp is really nice(considering you win and want to keep pushing or back out of the fight for a few sec and go back in).
that could be one situation
2) axe (or other jungle heroes)jungling early in the game and has about 1.3k health and doesnt want to go back to well that heals 910 hp
3) how many times have you just barly got away with like 50-100 health? this potion will save your ass if you can out run them by a lil and then you could even possibly kill them
4) a small team fight where you escape after tanking alot of dmg and use the pot and go back in
basically any situation where you escape after tanking dmg or running away you could use this to turn things around
ShAdOw_LaNcE
02-07-2010, 11:57 AM
2) A jungler that takes damage from the creeps fails. They should either have life steal or a Helm of the black legion completely nullifying their damage taken.
3) I see this one more, but I have gotten out like that many times, and I almost never want to go back in. If I did get out like that and I'm being chased, my chaser probably has a high amount of hp and maybe even a buddy with him. Point is, I might as well just get away (if I am far enough away that I can get a continuous heal, then there's no point in healing, if I'm close enough to be attacked, it will be cancelled and not worth it).
4) After a small team fight (and I don't even think that small team fights exist, for a team fight entails both teams fighting), you are either dead, or they are dead. No point of healing if they are dead, and if you are dead you can't heal.
It's not that the item is unbalanced, but what's the point? It's like saying, "Here's a new tango that now heals 2% of your hp per second for 10 seconds and isn't cancelled by combat damage."
I understand how getting full hp after a fight would be nice, but it doesn't seem like HoN would benefit enough from it's addition to be worth it.
I am not voting no, and don't plan to.
FlyingFury
02-07-2010, 12:35 PM
I do understand what you are talking about in most of those cases but its not an item that everyone will get. and its a situational item and ofc it needs to be worked on but i think the idea of a late game heal item isnt bad.. i have had team fights where we barly won and we have to go back and heal instead of push... or only 1 or 2 ppl can push.... but if you had two ppl that had the pots and heal its 3-4 ppl pushing in case they 1 or 2 buy back and try to defend. i admit the item doesnt have a lot of uses but i dont think its to bad either.. ive seen worse items and their are items rarly used in HoN.
basicly i like the fact of a late game heal where you dont have to go to well and can keep pushing. its not a game breaking item but can help
also your heart regen is good but you only regen 22.5% of your health every 30 sec compared the the 70% in 16 sec
if there isnt a way to make the item more usefull without makeing it OP then i think it would be good. do you have any ideas as to how to make that happen?
ShAdOw_LaNcE
02-07-2010, 02:34 PM
Only thing I can think of is a channeling potion that is also cancelled from combat damage. Meaning that anything will interrupt its use. 5% hp per second for 20 seconds, it would have to cost at least 200 (main point is that you could just tele back to fountain for 135 gold and walk back, this just takes less time than that so it must cost more gold).
I think that making it channeling is the only way to balance it, for it disables escaping, chasing, helping in a team fight for some time, etc. It lets you fully heal, but takes enough time that it wont be considered too hax, and you can't do anything while using it.
FlyingFury
02-07-2010, 03:49 PM
that is also a good idea but i didnt want to go with the 100% heal but it may as well be one to be of any real use and since it has the 2 limit with a timer on it then the also you can only have 1 in your inventory would make it not so OP.
also... i feel like we just made this item for him....
MonkeyIsland
02-11-2010, 03:26 AM
I like the concept. Consumable item useful in the later stages of the game, save you a lengthy TP back to fountain. Obviously the numbers, how much % regen, how fast, cooldown, team cooldown on purchasing, gold cost etc should all be tweaked and balanced but in general I really like the idea.
Simbamatic
02-12-2010, 03:25 AM
I didn't really read anything other than OP.
But I'm voting a definite no, because it's just a bad idea.
The reason things like regen consumables (other than bananas of course) are useless late game, is because people are building their characters towards their role on the team. The tank is supposed to have lots of HP and have a lot of survivability, letting himself die in place of the carry/heavy support/healer.
Other items and skills are used to regen health late game, and as it is, everything is quite fairly even now in regards to scaling through out the game. i.e. DS's heal and SR's judgement, etc.
An item like this would break things.
TL;DR only consumable you should have late game is bananas/life token/TPS.
FiddleStiX
02-13-2010, 06:20 PM
T-Up, I like it ^.< , would be awesome late game. Busy pushing and have low hp then you have to go back to base just to heal, when you need to push at a crucial time. With this you can easily do that :)
/best grammar :P
OJPhoenix
02-14-2010, 01:15 AM
The second you get 1k HP it's better than Healing potions. That's hardly "less effective till later", as most heroes have 1k hp by 10.
I disagree, if I'm a squishy Nuker who can't take hits very well, doesn't have a Heal but otherwise has no need to go to the fountain, I can hold multiple Healing Potions in my inventory, and they heal me in 10 seconds, at 1k HP I have to wait 6 more seconds to get exactly the same effect from this Life Potion. It isn't instantly more effective once you have 1k HP
I can however see this being potentially too good late game, where some tanks, and even carries, can have huge amounts of heal and a hard enough to take down without them being able to restore half their hp quickly then coming back to finish the job. Holding Vote for now
frankly, its a nice idea but
"-Great on high HP tanks."
is exactly why there isnt any in the game yet. 3.5k hp arma taken down to 20% so slowly(or using several nukes) only to heal up to full in 15sec(considering it's own regen) ... or after a decent struggle u manage to take out that carry out of the game by getting him to 10% only to see him 15sec later back in the fight at ~75%.
T-down for me. regen items are for early game when u have no regen items and low hp.
OJPhoenix
02-19-2010, 12:52 AM
I have to agree with Shadow Lance on this one. The Heroes that generally end up with higher amounts of Health are usually the ones who purchase Regeneration Items. Like that Axe you mentioned with 1.3k? He should have Helm of the Black Legion with 6hp regen already.
I find my squishy heroes don't bother to get hp regen much, eg. Pyromancer and Glacius, these guys I have a courier bring me Health Potions all the time. Until I could regenerate 800 HP with this Life Potion of yours it isn't going to give me much more than the Health Potion really.
...
Theres an idea. Increase the power of your potion, but have the game start with 0 stock of them. At 30 Minutes, it starts getting stock of *shrug* 1 per minute? This way you can justify a powerful Health Potion for later use that literally cannot be used early on.
This way you can justify a powerful Health Potion for later use that literally cannot be used early on.
just dont make it % based since it gets OP the more hp you get compared to regular regen items/consumables
OJPhoenix
02-22-2010, 07:42 AM
Yeah your probably right, tanks really done need this. Like I mentioned in the post, tanks tend to get regen, squishies not so much, ergo squishies get potions for their limited health, tanks regen their huge health. Tanks also end up with lots of EHP restoring a percentage of that in a short period of time could easily be OP as you said. I would hate to see some tanks with this kind of item like Armadon you mentioned, man they really just wouldn't die.
NeverBack1
02-24-2010, 06:22 PM
Should cost 400-600 in the least. This **** is BIG.
Other than that, I like the concept of a %heal, and 40% is rather fitting. Maybe have a 20-30 second heal time to counteract the fact that it's basically replacing going back to fountain. Also because, like I said,
This **** is BIG.
LightofdaY
02-25-2010, 10:34 PM
heals 40% on a 4k tank that's alot of HP. 200 gold would be right.
Afasia
02-26-2010, 08:40 AM
OP, would break metagame.