View Full Version : Ward of Regeneration
Daeriaz`
02-23-2010, 11:44 AM
I don't know if this around yet, but anyways, here it is. VOTE ON CONCEPT.
Ward of Regeneration
http://i885.photobucket.com/albums/ac52/Deaths_A_13itch/Item_HealthEye.jpg
PICTURE MADE BY GRIM_DEATH. THANKS!
Cost:
200 Gold. (2x)
Effect:
In a 600 radius all friendly units gain +3 Health Regeneration.
Visual Range around this: 25.
This ward cannot be killed.
Ward lasts for 40 seconds.
Cooldown: 3
Manacost: 10
I think this item is nice for support/babysitters for begin game. I'm missing a consumabele like this.
SLASHER`
02-23-2010, 01:05 PM
i like the idea, kind of like Keeper's old eyes. I would think that a longer duration would be nice. 120 hp over 40 seconds is good, but if its 100 gold per ward, that is much less than a health potion. t-up
Daeriaz`
02-23-2010, 01:20 PM
Okay, I'll see what I do with the numbers. Thanks ;)
OJPhoenix
02-24-2010, 08:42 AM
I'm going to assume it doesn't stack, if it does that could change things.
Also, you've not mentioned about the amount of stock the shop holds or how frequently it refills / gains stock, the other wards types are at a stock maximum of 2 with recharge of 6 minutes (at least I think Wards of Revelation take the same time). As this is also a ward, one must assume a similar restriction might be put in place, but you haven't mentioned one.
None the less I think its a decent idea that could pan out nicely. +1
Kizetsu
02-24-2010, 08:45 AM
i like the idea, kind of like Keeper's old eyes. I would think that a longer duration would be nice. 120 hp over 40 seconds is good, but if its 100 gold per ward, that is much less than a health potion. t-up
Remember that it is technically 700HP over forty seconds as it affects all allied units. Keeping that in mind, you'd have to keep it slightly less potent then a Health Potion.
Techno_Mage
02-24-2010, 10:56 AM
invis see wards arn't limited by stock and the amount this heals is too low for the proce considering it heals so slowly and costs 100g per ward, i would suggest atleast healing 400 health over the time as that would be equal to potion but in AoE, making up for the boost because its slowely over time and in only one area
Daeriaz`
02-24-2010, 11:18 AM
I'll see what I do with the numbers, to balance it out.
As long as the aura ain't applied to creeps, I'm happy. And if, there should be a toggle on/off botton for it. Hate to see people run around with that stupid ring, buffing the creeps, and pushing the lane.
Daeriaz`
02-24-2010, 11:53 AM
1 NO vote without response, don't vote then.
Blaat
02-24-2010, 11:58 AM
I think you can make the duration longer, like 60 or 90 secs.
If you compare this to Refreshing Ornament, that gives a permanent 2 HP regen to all around you for 603g if im good. 200g for 3Hp regen for 80 secs is nothing compared to it.
HonStinks
02-24-2010, 01:59 PM
I think it would be better if:
1. It would be invisible and destroyable like other wards (consistency and counterable)
2. It would last relatively long, like 2 minutes at least (long term benefit for 200 gold)
Twilight33
02-24-2010, 02:21 PM
change regen to % max hp please. makes them useful through out game and keeps it from being easily replaced by refreshing.
also should be destroyable and maybe invis.
Daeriaz`
02-24-2010, 02:56 PM
Okay, thanks for the support. I'm thinking what to do with the invis/% maxHP/duration..
inana
02-25-2010, 03:46 AM
don't make it percent base. does AoE-behemoth's heart sound balance to you?
Skyve
02-25-2010, 04:55 AM
don't make it percent base. does AoE-behemoth's heart sound balance to you?
That depends. If it's 0.5% HP/s it shouldn't be too OP (it would be 3 HPs for heroes from lvl1- ~5, inreasing to 4 when they reach 6-10, later on, if you have 2k HP it's still only 10 hps, as a temporary and _immobile_ ability).
That depends. If it's 0.5% HP/s it shouldn't be too OP (it would be 3 HPs for heroes from lvl1- ~5, inreasing to 4 when they reach 6-10, later on, if you have 2k HP it's still only 10 hps, as a temporary and _immobile_ ability).
0.5% for all units? Heart gives 0.75% for just one player. Does it sound fair to you?
Place one of those while pushing and you can keep your whole team up for just 200 gold.
Daeriaz`
02-25-2010, 09:33 AM
Nah I won't make it like that...
Darkraider
02-25-2010, 11:36 AM
Good idea, numbers can be fixed xD
SLASHER`
02-25-2010, 12:33 PM
Remember that it is technically 700HP over forty seconds as it affects all allied units. Keeping that in mind, you'd have to keep it slightly less potent then a Health Potion.
yes, for all those times that 5 heroes are in the same place early game, this would be a great way to get 120 health for everyone. This item may introduce the early-game 5-man-push strategy. And that would be 600 HP technically.
Daeriaz`
02-26-2010, 02:11 AM
Like 4 NO votes...and no1 even saying why...don't vote then. Seriously.
Great idea, love it, instant t-up. This is my idea for balancing it, hope it helps.
Cost: 200 Gold. (2x)
Radius: 900 yards
Duration: 150 seconds
Effect: +2hp/sec aura. This ward is visible like scouts wards.
Balance
I think this would balance it out nicely. The healing done by the would be 2 people in lane getting healed from 2 wards each lasting 150 seconds for 2hp/sec. so 2x2x2x150=900hp total.
-This is slightly above that of a healing potion, because burst heals are alot better as they can save in emergencies.
-These can also be found and destroyed, so higher hp gain encourages your opponent to find the ward
- Larger radius means you dont have to tower hug as much.
-2.5 minute duration fits more in the the normal for wards, as the normally have long durations.
- 2hp/s is a nice small amount which still allows one team to harass so doesnt make it mustpick item for all lanes
- 2hp/s is also nothing lategame so it stops people spamming it in teamfights to get an edge.
Daeriaz`
02-26-2010, 09:36 AM
Aah, really appreciate yyr_...ill see what I will do :P
Daeriaz`
02-27-2010, 03:38 AM
'Bump'....5 NO votes without comment..
Daeriaz`
02-28-2010, 03:17 AM
'Bump'
babsa_90
02-28-2010, 04:55 AM
I like the idea, IF, you balance it right. It should cost at least 1.5x more then tango per qt per total hp healed..
TomKat
02-28-2010, 07:26 AM
200g is too expensive for what it is - I wouldn't buy it.
Make it cheaper but make it destroyable (but only visible if you're near it)
Grim_Death
02-28-2010, 07:50 AM
ok so as usual im bored so here have a green eye just for some fun,
http://i885.photobucket.com/albums/ac52/Deaths_A_13itch/Item_HealthEye.jpg
i like aoe-ness of the item, would further improve the presence of a babysitter... even if they dont babysit particularly well...
im against % regen because it really takes the meaning away from heart
i dunno if you could have it based off your level? like .25 x LvL + 3 hp regen
just to have it scale a bit into later game *shrug* up to u...
overall
t-up would love to see something like this in the game
Daeriaz`
02-28-2010, 08:06 AM
ok that picture is insane....I'll make it the new picture...Thanks!
Grim_Death
02-28-2010, 08:13 AM
glad to help :P
haschisch
02-28-2010, 08:17 AM
how are the players supposed to counter an indestroyable item?
Grim_Death
02-28-2010, 08:27 AM
force them out of the range? just an idea...
haschisch
02-28-2010, 08:29 AM
you cant force a ward "out of range".
Grim_Death
02-28-2010, 08:32 AM
i mean harassing enemy heroes enough to make them move out of the wards healing range like say pushing the lane?
Daeriaz`
02-28-2010, 09:20 AM
And the regen isn't that big to be countered...
Daeriaz`
03-02-2010, 01:47 AM
'Bump'.
Daeriaz`
03-04-2010, 01:51 AM
'Bump', okay, I have made it balanced and so, this afternoon I'll change it.
Rordarok
03-04-2010, 11:36 AM
Gogo popular.
ImWhite
03-04-2010, 04:35 PM
I'll t-up for concept, however I propose maybe giving it an ability to allow you to move it?
Example:
Move Ward:
CD: 30sec
Range: 400
-Allows the player to change the wards placement.
Something like this would allow you to continue to stay in range of the ward while the lane moves back and forth between towers. To balance you might have to make it so the ward is invis and can be killed. (I don't see maybe people bothering with stealth detection to counter these wards though).
reignfire
03-06-2010, 11:38 AM
I've approved of all your suggestions :D
OhBob
03-06-2010, 12:26 PM
A lane (generally) is made of two heroes. Do the math 2 Runes of the blight (x3) vs. 1 Ward (+20gold) (x2).
Regen is worse, you can't move away from the ward, and it's more expensive than two runes, so... buy runes of the blight.
It's not worth it to buy it yet. Needs some balance. Increased duration would be nice.
Would it stack? Stacking would open way for some nice strategies :D
Daeriaz`
03-08-2010, 09:11 AM
So if I get it right, this items is overpriced or just too bad. Hmm I have to think about that.
stonedape
03-08-2010, 09:16 AM
This ward cannot be killed.
what
Mittsies
03-09-2010, 10:46 AM
Not a bad idea, but I'd like for it to at least have some way of being countered or gotten rid of. The idea of not being able to attack this ward yet being able to attack everything else, even runes and items, would be very counter-intuitive. Perhaps it can be more of an enchantment type of gadget and less like an actual prop so people wouldn't think to attack it.
caulksmith
03-12-2010, 09:27 AM
voted no for the indestructible concept would be really imbalanced
Daeriaz`
03-12-2010, 11:52 AM
That...could be changed I said caulksmith...useless comment again. That has nothing to deal about the WHOLE concept, and that's where its about.
Daeriaz`
03-14-2010, 10:07 AM
Bump.
Daeriaz`
03-15-2010, 10:46 AM
Vote on concept.
Daeriaz`
03-16-2010, 08:20 AM
Thinking about changing Unkillable part..
Zarent
03-16-2010, 05:54 PM
Moved to pop suggestions - better late than never, eh?
Peach_Kitty
03-16-2010, 11:32 PM
I really don't see the need for this item. There's already a VARIETY of healing items that can be given by babysitters...
-runes
-healing pot
-refreshing ornament
Not to mention abilities that such babysitters use (shaman's heal, jere's heal, tree's armor, etc, etc).
LuckyStar
03-16-2010, 11:37 PM
I'd like it better if you could buy them one at a time instead of two. Then you could take it into both top and bottom lane without wasting so much gold or time placing them. Also, 120 health for 100 gold is VERY cost inefficient. Buying runes of the blight would heal a dual lane faster, and also be cheaper. This item has no purpose whatsoever.
Anizer1
03-17-2010, 05:05 PM
Nice, no more HP pots (=
120 HP AOE regeneration for 100g, when I could just pool my carry a 400 HP regen pot for the same amount of gold. Faster healing which doesn't require you to hug a 600 AOE ward. Completely and utterly useless item as it is currently.
Derivator
03-17-2010, 08:25 PM
I liked yyr_'s suggestion better, but balance the unkillable thing
ClusterBeky
03-25-2010, 02:13 PM
briliant idea for eye
st3vo
04-01-2010, 11:59 AM
I believe that the regen should be increased, and also should be killable, but invisible.
I do like this idea though. Im thinking 6 regen/sec for 40 seconds. making that 240 hp total for one person. 480 for two making it viable in group fights or early game for top and bottom
Shadowedsoul
04-01-2010, 01:56 PM
I love the idea! However, for 100 each, I think it should be 4 regen at that 40s duration.
I think the ward its self should be invisible (like other wards) -- but have some sort of visible graphic (aura, etc), so the other team knows that it is there. That being said, I think it should be kill-able. (If the other team wants to spend money to counter it, that is their perogative).
Also, would wards be stacking? (Yes/No?) And, if they stack, how many would be the max stack? (Hopefully no more than 2).
Krypteia
06-02-2010, 10:51 AM
Make it killable but invisable, only seen in true sight (but heroes get a visual effect on them that makes it obvious the ward is around).
eriktheguy
06-09-2010, 04:25 PM
I second this. I didn't read the specifics, but HoN should have a regen ward. I think it should be visible since it should be counterable.
Brings back the good memories of the mobile wards one of the heroes had in DoTA. Now that was funny to watch.
In any case. T-UP
PapaLion
07-22-2010, 07:47 AM
it should be destroyable tho.
PetriFemboy
01-13-2011, 07:24 PM
The permanent buff over 40 seconds to team mates over certain area is OP.
What would i do?
1) Make it destroyable like all the wards + destroyable by team mates.
2) Add the effect of healing everyone, friend or foe.
3) It should be the only ward that doesn't give any kind of sight (in other words make it an area consumable type of potion, for aoe heal)
4) Can be seen from short distance just like scout's eye, by enemy
5) Modify health gain and cost of the item so as an aoe heal it shouldn't be more powerful then health potion, or rise it's cost so that it would not seem useless to buy health potion at all
Why do i think this would be better?
1) No permanent buff
2) The placing of it will be more tactical as both teams will think before destroying it
3) Having heal and additional signt isn't a balance item
4) Then You wouldn't be afraid of enemy spoting it from far
5) It shouldn't lower the use of health potion as now for 40s of +3 regen is too big power, considering it's cost
Rordarok
01-15-2011, 09:43 AM
Wowow, that this idea was still around (I created it). Anyway, I'm going to see if I want to tweak it over again. Thanks for bumping it up though.
Kalium
01-19-2011, 03:17 PM
The idea is good, but needs to be buffed a little.
To be honest, it's just not worth it as a consumable, since a babysitter could get a Refreshing Ornament and have +2hp/s aura permanently, for a cheap 600 gold along with some good stats.
This should give much more HP but be destroyable. Maybe 25 hp/s for 15s, or 12,5 hp/s for 30s.
Chime
02-02-2012, 06:09 AM
I dont really know if it would be a good idea to put this into the game, as it would encourage a carry farming a lane for a long time alot.
kingduckling
03-13-2012, 01:39 PM
As someone stated before if you want to babysit runes/tangos do a better job/price.
Also when you are 5 people in a place the healing ward should be that effective.Who is gonna stay still for 45 in one place.You got places to be noobs to kill,neuts to farm etc.
Sherwood
03-20-2012, 11:35 PM
I don't see why you couldn't buy a trinket of restoration.
When baby sitting you tend to be strapped for gold anyway with upgrading the courier, warding, counter warding, stacking. Any fortunate excess gold can be used to make you less-likely to feed or to be invested in future wards by selling items.
I think this item would be too compulsory. It's another item for a support to keep investing gold in as well as Wards, Rev wards and sometimes dust.
I like the idea, but I doubt it would be a beneficial idea to implement.
Vandalist
03-21-2012, 06:12 PM
25 seconds duration, 500 hp healed distributed evenly across all heroes in area, ward is invis and can be killed (2-3 attacks). Still 2 for 200g (maybe even sell them 1 by 1)
This way, it can be more effective than a healing pot for the price, but you still need to be grounded. It can be countered, wich makes it abit more situational. You wouldn't mind sharing the heal with your carry in the lane, and once he is at full health, you take all the left over heal ;D. It can be used in fights asa noticable h-o-t, but can still be countered. Like other healing items, the usablilty will vanish in lategame.
Healing potions are still better for a quick heal or surviving that last autoattack, runes will still make a better "mobile" hot. Could be nice with a new healing consumable if you ask me, would love it as a support player.
Eat rune, put up ward, take the earlygame autoattack duel ;)
shade0o
03-27-2012, 08:52 PM
lasts 180seconds, giving just +2hp/s in say 700 AOE would be good.
sight would be same as rev ward
stealth type ward. doesnt apply to creeps.
HAK_`FALLEN`
04-15-2013, 07:10 PM
How about having it have a higher HP Regen rate but it being shared. e.g. 1 hero in radius gives it +5hp a sec. 2 heroes in radius gives +2.5hp per hero a sec. etc etc.