HoL too strong?

Heart of Life is easily my favorite item in demigods. I get one on nearly every character, its often the first item I buy after the initial 1000g.

 

That sort of led me to question the fairness of this item. I've seen it used in a wide variety of ways. QoT + bubbble, oak + invuln, popping it in unison with erebus mist for a free full mana bar, and just as a basic regen mechanic. Its your crystal away from the crystal. But is that really ok?

 

The heart nearly invalidates helmets and mana pots. Even on a lvl 15-20 TB all I really seem to need mana wise is a crown and a heart. With 3k mana on a 25s cooldown it really allows me to spam spells, by the time i'm actually oom its usually up again. It doesn't save me from hard pushes, but it makes me immune to harassment, which should be a HUGE part of the game. What does regen and general harassment mean if every 25s you get a free health/mana bar?

 

Anyone else feel this item may need to be toned down? Maybe increase the passive bonus and reduce it to a 1500/1500 on a 40s CD?

10,850 views 63 replies
Reply #1 Top

it is truly redonk. 

 

not sure what changes should be made but its in a power tier by itself. 

 

maybe it should have a 1 minute cooldown or something. 

Reply #2 Top

I hate the HoL. Why bother managing your health and mana when you can just duck back and be full between every fight! :\

Reply #3 Top

Remove the passive bonuses, increase the cooldown to 30 seconds.

Reply #5 Top

The cooldown is 30 seconds....

Reply #6 Top

Quoting Teseer, reply 5
The cooldown is 30 seconds....
End of Teseer's quote

I thought it was 25 seconds.

If it is 30 seconds then increase it to 35 or 40 seconds.

Reply #7 Top

Oh, yea. I had noted it as 25 but i forgot that by that point we had the -15% to cooldowns flag. Sorry.

 

30s would be fine if the mana return weren't simply so powerful. I dont really mind the 3000 health, but the 3000 mana return is really just too good as it is. It ends up being an item with 50% mana regen and 100 mp/s.

Reply #8 Top

It needs to be a relic and worth around 6000.

Reply #9 Top

The HoL has passives? I thought it was just an activated effect.

Reply #10 Top

Quoting pseudomelon, reply 9
The HoL has passives? I thought it was just an activated effect.
End of pseudomelon's quote

 

+15 health/s and 50% to mana regen, in addition to the use. Yes its that good.

Reply #11 Top

It's not OP in my opinion. A lot of times to have any significant effect on a battle, you have to get into melee range. It doesn't really help you unless you are able to get back out of melee range. Getting to your towers isn't always enough to get your opponents to leave you alone either. As a tb, I like to get it and just play a slow paced game from far away. As UB, I almost never get it and just try to get stuff that allows me to hurt people a lot before they realize they need to run. Then its too late, especially with spit. 

Thats just talking about the regen part by itself though I guess. The combos with Oak's invuln and stuff like that are pretty powerful. Those combos are annoying, but idk if they are OP. A mist form Erebus may be OP when he gets to the point where he can just mist for 10 minutes at a time, but thats not really a problem with the heart of life. Thats just an a Hero balance issue that may need to be looked at...

 

*edit*

I suppose an ooze build of UB would be better off with a HoL, but I'm kinda new to UB and I've been to scare to try ooze ;P  

Reply #12 Top

I think a simple way to stop the shield/bramble shield + HoL combo is to make it so that getting hit interupts it, instead of taking damage. It's really the same thing, except that if Oak uses shield and HoL and I hit him HoL is still interupted even if he didn't take damage because of shield.

Reply #13 Top

Passives should indeed be removed.

And if you get hit in shield or anything else it should stop.

Reply #14 Top

I think a simple way to stop the shield/bramble shield + HoL combo is to make it so that getting hit interupts it, instead of taking damage. It's really the same thing, except that if Oak uses shield and HoL and I hit him HoL is still interupted even if he didn't take damage because of shield.
End of quote

This is how the game works right now I beleive.

Reply #16 Top

Quoting Dielan, reply 14

I think a simple way to stop the shield/bramble shield + HoL combo is to make it so that getting hit interupts it, instead of taking damage. It's really the same thing, except that if Oak uses shield and HoL and I hit him HoL is still interupted even if he didn't take damage because of shield.

This is how the game works right now I beleive.

End of Dielan's quote

No, only taking damage or a stun stops HoL. You can pound a shielded Oak using HoL all you want, he'll still gain health and mana unless you stun him.

Reply #17 Top

Quoting Xenogrant, reply 15
We just need more maps like Exile, with healthstones mid map.
End of Xenogrant's quote

No we don't, lol. I personally think healthstones outside of bases can case some strange imbalances. I don't even like the healthstone in the center of Mandala.

Reply #18 Top

Actually, interrupts do stop it. As, ironically, does healing.

Reply #19 Top

I'm nearly positive that it doesn't stop it with oak. It may now stop it with QoT shield but not with oak invuln. Erebus can also use it and mist right away, and you're left with no way to stop him from full regening (mana only) and letting his swarm come off cooldown.

 

Its not really those specific instances though that make me think heart is a little OP. It's the slot it takes and the effects it garners. If you use it every cooldown (as most do) its essentially a 115 hp/s and 100 mp/s trinket. Its price, for the regen it awards, is off the scale. Late game its usefulness greatly diminishes but in the early/mid game this trinket is game changing. It almost completely nullifies harassment. And harassment should be a huge part of what this game is about. I also feel this one little trinket negates the other 2 static forms of regen, because you get them in such mild doses compared to the HoL. I mean HoL isn't gonna cost you anymore then the plate that gives 20 hp/s, and its 6 times as effective. It doesnt' give armor or a 1% proc, but it does also give roughly 10x the mana regen most crowns. Many of which ask for the same price as the heart.

 

Some classes do ok without it. And some classes have specs which counter the HoL fairly effectively, like a spit or plague spec'd UB. But the heart has quickly become a "must have" item in my book. Maybe it just really suits my playstyle...but i'm apt to believe instead that its just too powerful. Maybe to the point where it shouldn't exist.

Reply #20 Top

I'm nearly positive that it doesn't stop it with oak.
End of quote

 

It definitely keeps going while Oak is invulnerable, which is quite terrifying considering Oak is scary enough as it is.

Reply #21 Top

It costs a pretty penny, for an item that doesn't actually help during the battle.

Reply #22 Top

sure it helps during battle.

 

the passive health and mana regen bonuses help a bit.

 

and there are many ways to use it even in the middle of a fight. Oak's Shield is the most notorious, but all you really have to do is withdraw out of range for a few seconds and actiavte it. its extremely common to start running and as soon as you've broken free pop the heart, you then can immediately turn around and start fighting your weakned opponent with your fresh tank of gas. 

Reply #23 Top

In my opinion, it shouldn't exist at all. It makes harassment completely worthless post level 9-13 which I think is around the time people usually get it, and UB's get plague for the sole reason of stopping Heart Of Life. Harassment should be a part of the game.

It needs a huge nerf, double the recharge and double the duration time, and increase the cost by 1000g. The passive effects can stay, I guess. If I had it my way however I would remove it entirely, but that's not going to happen.

People who say it's balanced because you can't use it in battle (except with Oak and Queen) have no clue wtf they're talking about.

The fact that you can go into a bunch of towers, do a ton of damage to creeps and the buildings, then walk out, and wait 7 seconds to be completely rejuvenated, and then continue dealing tons of damage is very overpowered. Transitive is right, you can also run away (with a Wand of Speed perhaps) from an opponent who was dealing considerable damage to you and activate it and then a few seconds later turn around and face them again when you're full or close to full. I've done it myself several times and it's lame. You can just take a consumable to remove spit or plague if you're facing a beast.

 

Anyone who disagrees that it's overpowered is just another abuser, the fact that literally all experienced players purchase it very very often just screams out OP.

 

Reply #24 Top

For characters without shields like Regulus, HoL is essential.

Reply #25 Top

I think it reflects a greater problem which is that it's extremely easy to run out of gas early on and while people say that they think harassment should be part of the early game, Regulus or UB just hitting you with spit or snipe every time it's on cooldown without trying to kill is enough to send most heroes back to the crystal over and over.  That needs to change, those abilities should be finishers, not steady damage dealers.

Maybe what I want from hero design just isn't in synch with the game (pretty likely since I'm still quite new to it) but the HoL seems to bear out my opinion.  It makes it so that you can't just whittle down a hero to force them to go home over and over again, you either kill them or GTFO.

The only nerf I think it needs is a more obvious graphic.