Heart of Life as it stands is a brutal item. I use it on every demigod, even Sedna (who theoretically shouldn't need it that much). I have a relatively simple idea to make it more balanced: require that the user be near a friendly tower (of light/darkness). This can be visually justified by having the health stone "channel" energy through a chain of towers. This will make it more of a midgame item, since in the late game most towers are gone; it will make it harder to sustain pushes into enemy territory; and it will help balance the "HoL plus shield" tactic.
HOL is not overpowered. For most games, its actually cheaper to just buy potions. Over the course of your average game, use potions instead of the HOL -- you'll find that you probably didn't use >10 potions (which is the cost of the HOL). Potions are cheaper, and let you buy other items at the same time. Early game advantages translating into late game advantage is the key to the game, and the by the time you've saved enough for the HOL, you were probably better off getting potions and items instead.
You aren't taking advantage of the power of HoL, especially on power heavy characters such as the QoT and Torch Bearer.
If you are simply using it to heal after a fight, your probably doing what it was intended for. It is literally the only mana item I purchase all match and constantly keep it on cooldown. I EASILY use it more than 10 times every match, more than 20.
But you have to stand still to activate potions, and to activate any that will affect your health and mana by more than a small amount in mid to late game you have to stand still for FOUR SECONDS, whereas heart of life you can run around and even cast buffs and attacks (which in effect don't even cost mana because it keeps restoring it till it's full or you get hit). I really think it needs to be made into a channeling item, it wouldn't outclass potions so massively then.
HoL is waay unbalanced. It almost completely removes downtime in a game, and allows you very quickly to refill your mana supply. You can simply chase away another DG by withdrawing from combat for 5 seconds, and coming back with full health and mana.
The more games I play, the more I'm seeing almost every player in the game using it. To the point where no one is actually killing anyone else. It's like every player in the game has a health regen crystal just on the other side of their towers.
So far the best ideas I've seen:
1: Double Duration2: Force user to stand still3: Break into two items. 1 for mana, 1 for health.4. Make it actualy give 3k Health/Mana
Potions don't have any other bonuses though, and the HoL also has passive bonuses that are quite useful.
HoL makes plague become a useful skill though ... god thats funny , plague would suck badly otherwise
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