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
MothGod: "...according to BeetlePunk and You, Macrohard - BeetlePunk didn't lvl up stun, which make him an offender. ...if someone will go DShaman and wont lvl up heal, it means i can report him ?"
[S2]MacroHard: "...I'll leave it at that. In order to protect the user's privacy I only repeated what he had already admitted to: the purpose of not getting stun was to punish his teammates..."
BeetlePunk: "...If there is something that i would HIDE in this story that could lead to finally answering why was i banned, i give my permission to expose it."
[S2]MacroHard: "All questions have been sufficiently answered." TOPIC LOCKED
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.
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.
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.
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.
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.
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
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.
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.