what if Auriel’s energy wouldnt completly deplete with every use ?
here is what i was thinking about .
if auriels would what 700 energy and an ally would be missing 200hp and she would heal them, it would only deplete what would be required for the healing . in the case of a multi target healing, it would based itself on the target with the most amount of health. so if a hero is missing 500 hp , and 2 more missing about 100hp each , auriel would be left with 200 energy at the end of the cast, in the case of a case where no targets are found, then the whole energy would be depleted due to no targets.
this was just a random silly idea i had, so i was wondering if others would actually find it interesting .
edit : the total heal for everone in the circle is based on who is missing the most health
I see what you’re going for, but it really might cause more issues than it helps.
It increases the number of variables that have to be considered… are we healing based on the highest amount of missed health on the allied heroes in the circles? Or are we now calculating the amount of healing to be based on the cumulative total of missing health on each ally?
There’s also the level one talent Searing Light that does damage to enemies in the circle equal to 30% of the energy she’s consuming… Will that damage be based on the amount of healing she’s doing? (in which case it’s a nerf) or is she still going to do damage equal to the total amount of energy (in which case it’s a buff)…
Speaking as someone who feels very comfortable with her, I haven’t had a significant issue with energy generation when I mastered how to place the crown… and especially to keep the crown moving to make sure that I’m constantly generating energy.
i kinda realised how OP she would become with those 2 talents .
i mean, it could be something unique for her too, so it wouldn’t cause so much issue with everything else since all the other heroes would still work as normal
In that case, I really see that her healing gets pretty inconsistent then. I can tell the general amount of healing based on how full my energy bar is, but now I have to consider what my intended target is… If I’m going to be keeping the tank in the fight, then a LOT of my bar is going to get eaten up, but if it’s an assassin, well, he’s going to get more mileage out of me because those characters have a much smaller pool.
I just see that it makes things MORE complicated for the character in general, especially with the talents that are out there. Plus, there’s the fact that there’s going to be more coding required for the proposed change, which could lead to any number of bugs…
hmmm i never went that build on her i usually go this
Righteous Assault at 1
Majestic Span at 4
Empathic Link at 7 to use it on the target that’s being focused so i get tons of energy and keep it alive
10 = Crystal Aegis ofc. and i hate who picks Resurrect and get their teammate killed twice so nah it’s kinda situational but i prefer to save a teammate than let them die and res them to die again however.
Blinding Flash at 13
and either Spell power or atk speed at 16 for the better teammate who’s doing more work than the other.
It’s actually pretty sick, especially if you do that on tomb of the spider queen. Because of how small the map is and because you always fight in the waves, you can get a lot of globes. Plus you have really nice angles for your E, which with the E quest at 4 should do a lot of damage. You don’t even need someone to generate energy for you because globes + E area already a huge thing. Just put your trait on anyone that deals more damage and you are good to go.
I remember one time I got stacked really high (on tomb as well) and my Ws were healing for 4k hp each lmao.
The full build is:
Level 1 - Righteous Assault (the cdr is pretty good and you get even get full resets on Q if you hit 3 heroes with the center. I remember one time I even got 4 or 5 full resets in a row, was pretty good. Even if you don’t get things like that, cdr is just really good in general and helps you generate some extra energy + deal damage)
Level 7 - Glimmer of Hope (like I said, you don’t need someone generating energy for you if you can rotate and get globes, which is really easy for some maps)
Level 10 - Crystal Aegis (just nice protection against a potential burst)
Level 13 - Piercing Lash (cdr always good, which means more stuns)
Level 16 - Reservoir of Hope (Ancestral Healing on a 4 second cooldown? Of course!)
Level 20 - Shield of Hope (just another layer of protection, it’s pretty good)
I basically run this build no matter what comp I have. I never depend on someone generating energy for me, ever. With a good positioning + trait on anyone + globes after level 7, you should have enough to get full energy really fast.
Dont forget to combine that with searing light
The amount of surprise kills i had done with that was awesome because no one ever expects it and on top of it its instant so its unavoidable !
I think that instead of making it always based on the actual hp value, it could be a talent that simply always restores a little bit of energy over time after consuming it all. (if 700 is used for a 500hp heal, you still use all 700, but for the remaining 200, it grants back like 25 each second (ofcourse, scaling up 4% per level)
This would prevent instant usage afterward at high energy. It takes time to get the energy back if you did spend 700 energy for a 100hp heal. In this example it would take 24 seconds (25x24=600).
It doesnt conflict directly with the damage dealing part as again, it takes time for the next attack to deal the additional damage.
It does the task of preserving energy when using it to top off a hero. Even though its not directly preserved, its preserved enough for the potential upcoming fight.