@Teseer:
Who says I play Ereb? Keep the ad hominem out of your arguments please.
I'm not going to really bother explaining how it makes the game a quick draw. But consider how fast people drop as it is in 3v3 dogpiles WITH sigils. Halving item hp bonus decreases your hp by roughly 30%. Sigils make it another 15%. Yeah.... everyone dies.
Plus, it makes ability damage an even MORE big of a deal. Spit II would take more than a third of any health-stackers hp. 2 Spits is enough to send any monkless person home.
DA's burst... oh yeah. That's going to really hurt as well. Same with Torch or with Snipe. Buffing these guys is good, fI guess.
Sedna gets nerfed like f'k because she is already the lowest hp melee and lower hp weakens monks and she is dependent on monks to compete with other melee characters.
Now it's going to be even harder to stop a tower Rook. Too much dps to walk through.
Erebus won't die any easier: he still has Bite, Batswarm and Mist.
Oak has massive burst and his late-game woudl be buffed accordingly. Plus he has shield
Spit Beast: buff
Pure-Ooze Beast: nerf
Ereb: not really affected
Rook: buff, though very early game nerf
Sedna: nerf
Asassin Oak: buff
Minion Oak: nerf
Reg, DA, Torch: early game buff (when they are stronger anyway, except maybe DA) mid game slight buff
Queen: buff (shield)
Basically, Sedna would no longer be a competitive character, the upper tier would still stay upper tier and thus low-tier would stay low tier: everyone would just die faster. Blood no longer becomes worth it, so we'd see basically a lot of people running around with Cloak of the Night since that gives more Mana for more ability spamming: which wins games. This of course gives a massive early-game buff to assassins in general (monks weaken) but esp Reg and Torch.
@Regicide:
My opinion has always been:
Incrase starting hp by a fair amount (250-500 hp or so). Weaken Blood by 150. Increase hp/level by 50%. Decrease low-tier hp items by 50% (Banded). Decrease mid-tier hp items by 25% (Unbreakable/Nimoth). Leave high-tier hp items alone (Duelist, Groffing, Artifacts). Make Sigils into 40%. Slight general rebalancing of various demigods.
Half the amount of hp monks heal while you're taking damage (if you got hit within the last 2 seconds with an attack that did more than 150 damage, so that Spit can't prevent monks heals).