I'm sure most of you are tired of all these "nerf/rework blood chalice" QQers and all the possible solutions to fixing this item. But before I start annoying ppl who dont give a **** about anymore and reach ppl who are kinda interested in solving the problem, I decided to post here in the Sandbox first.

Most of the ppl complain about "abusement" of the Blood Chalice, gaining infinite mana and spamming heal skills for free. It's also kinda annoying, that Blood Chalice is very viable on way too many heroes, but a hard nerf would also decrease our beloved melee hero usage.

So the solution I thought of looks like this:
You set a limit to current mana, where Blood Chalice can be used.
Keep its stats, price etc. but simply set a limit to its usage. It will be more used as it was intentionally thought to be: providing you with a last, extra blow in oder to escape/kill/etc.
As a cap I thought of aboutt <150 mana should allow usage of Blood Chalice. 150 mana is enough to cast 1 of most of the strenght heroes skills
So when you have <150 mana, you can cast either no or almost just 1 skill whereas having >150 mana allows you to cast about anything, not beeing in need of extra mana.

Thus spell spamming will still be possible for most ppl, but at a higher risk: If you want to spam skills, you are limited to have about 300 mana at a time, which is not enough for most of the ints to be viable. Healers won't be able to spam their heals with no risk anymore.

The early power is still given and as the game goes on, blood chalice loses utility, because ppl will have lot of mana, can't run around with 300 mana at max and chalice is no longer a source of infinite mana. So it loses viablility due to the cheap price, just like a bracer, or a power supply (which is still nice late game, but way better early game). This would involve Blood Chalice in the "early game item" section, where it should belong imo.

tl;dr
Make Blood Chalice only able to be used when current mana is below 150
keeping its viablitly for low mana pool heroes and prevent spell spamming at no/low risk, due to a max mana pool of 300 at a time. Blood Chalice keeps being good early on and loses utility late game, not longer being a source of infinite mana all the game.

I would appreciate feedback to this idea, whether it is worth getting into serious suggestion (with more pics, colors and numbers )