Yes and here's why!
No and here's why!
+6 HP Regen
Upon use, grants Fast Healing to all allies in a 625 AoE of self for 15 seconds.
Recipe has a cooldown of 10 minutes; maximum of 2 charges at any time, starts at 0 charges.
Grants Sparkling Dust, an item with 3 charges and a 60 second cooldown. Once activated, all friendly units in a 625 AoE from yourself (half of dust) get 15+1.5% HP regen per second for 15 seconds, for a total of 150+15% max hp. Does not dispel on damage. Once the buff expires, the unit cannot be affected by Sparkling Dust again for 30 seconds, similar to Astrolabe.
Once you use up all charges, you still have the item; you can rebuy the recipe indefinitely to restore 3 charges.
Basically, in the endgame, if you are support and have 1200 HP, you will recover 495 HP over 15 seconds, and if you are a 2500 HP tank, you will recover 788 HP over 15 seconds. During a big teamfight, the enemy would have to rely more on burst to take down a team, and it might make :Nullfire::Elec::Engi: see even more use. Right now :Nullfire: is barely a core on any hero, and Elec is pretty much just anti-Jeraziah and certain others.
The reasoning behind this item is that in the end-end game, when both teams have the ability to turtle, this is a support item someone can buy to maybe give that final edge in a push. 1000g is a lot, but this essentially acts as a giant astrolabe heal on steroids (without the armor but still) over time.
This makes for an intense pushing item and basically strengthens pushes. It's a consumable that costs 500 a charge and basically complements :Astrolabe: etc.
-Increased recipe price by 625 and gave 1 extra charge per item. Item is now rechargable, but the recipe is on a cooldown.
Consumable Recipe. Are you telling me after both charges my item vanishes?
That I have to buy another Lifetube and Recipe?
I don't like that idea at all.
I play some Support, I'm not going to constantly spend 1000g for this.
He says this:
"It's a consumable that costs 500 a charge"
sounds like you have to pay 1000 each time with that, I sincerely hope not, but thats what I took this to mean.
@OJPhoenix: You are correct; each charge essentially costs 500 and you lose the item upon use. Can you explain why you think this is such a bad cost? I mean, paying for temporary bonuses already exists (wards, etc). Also, do the math. If your team restores 600 HP on average each, that's 3000 total HP, or 7.5 health potions, which is 750 gold. AND it's undispellable. Sure, early game the 400 HP fast heal is better, I know, but I really think it's super cost effective right now (even borderline SUPER IMBA).
@Jainay: That's a reasonable idea. Modified. Thanks!
You make good points but I still dislike the idea of turning a solid item into a consumable that vanishes. I could understand if you like combined Health Potions or something maybe, but the Lifetube... having to repurchase a non-consumable item to make a consumable feels weird.
Fortunately, you made the affect a group heal, this is the only reason I see it going somewhere. Plenty of % HP Potions have been suggested in the past (counting DotA) but none of them were ever quite right, no doubt I certainly did not see them all, but I think a Group Heal might have potential.
Ok, I thought about the item a bit and reworked it. My main fear was that the item was too overpowered to be 'replenishable' like Nullfire, yet if I made the component a weaker item it would seem out of place.
And yes, I made it a group heal to fill a niche right now. Is it better now?