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Thread: Ward of Regeneration

View Poll Results: Would you like this suggestion implemented in HoN?

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  • Yes.

    211 83.40%
  • No. (why!)

    42 16.60%
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  1. #1
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    Ward of Regeneration

    I don't know if this around yet, but anyways, here it is. VOTE ON CONCEPT.

    Ward of Regeneration


    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.
    Last edited by Daeriaz; 02-28-2010 at 08:07 AM.

  2. #2
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    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

  3. #3
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    Okay, I'll see what I do with the numbers. Thanks

  4. #4
    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

  5. #5
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    Quote Originally Posted by SimAnt View Post
    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.

  6. #6
    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

  7. #7
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    I'll see what I do with the numbers, to balance it out.

  8. #8
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    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.

  9. #9
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    1 NO vote without response, don't vote then.

  10. #10
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    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.


    "Flaming on the internet is like running in the special olympics. It does not matter if you win, you are still retarded. "

  11. #11
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    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)

  12. #12
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    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.

  13. #13
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    Okay, thanks for the support. I'm thinking what to do with the invis/% maxHP/duration..

  14. #14
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    don't make it percent base. does AoE-behemoth's heart sound balance to you?

  15. #15
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    Quote Originally Posted by inana View Post
    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).

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  16. #16
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    Quote Originally Posted by Skyve View Post
    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.

  17. #17
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    Nah I won't make it like that...

  18. #18
    Good idea, numbers can be fixed xD

  19. #19
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    Quote Originally Posted by Kizetsu View Post
    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.

  20. #20
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    Like 4 NO votes...and no1 even saying why...don't vote then. Seriously.

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