Idea Talent Discussion: How Much Permanent HP From Gathering Health Globes Is Fair If Globes No Longer Gave Health And Mana Back?

Stitches’ Talent For Reference
Hungry for More

❢ Quest: Gathering a Regeneration Globe increases Stitches’s maximum Health by 30.

I was thinking of a talent for a new hero, not Stitches. A talent that gave permanent HP on globe collection, but the disadvantage of no mana or health regeneration would be a HUGE disadvantage, especially in the early game. A lot of players rely on globes for sustain. What permanent health per globe would be fair? Keep in mind no increasing mana per globe, so throughout the whole game you would be at a disadvantage in the mana sense, but late game health would be through the roof. % hp would also still chunk you, so what health per globe would be? Stitches’ gets 30 health per globe, so 30 is the minimum health per globe you’d have to get. I was thinking 60 health per globe? Could possibly be more since your mana at all stages of the game will be depleted faster than other heroes.

Most games players collect 60 globes (I see on KT globe quest 60 at most or around there), so we can use that as a reference as a typical maximum globe collection number

Kind of depends on what kind of abilities and talents this hero of yours have.

Like, Stitches is already a tanky hero, so it makes him tankier, but raising his max hp works well because Devour heals a % of his health, so higher max hp = more selfheal.

So just think that for every ability or talent that gives % selfheal, the stronger the globe max hp would be.

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If the new hero in question didn’t have % health sustain, then a really high maximum hp is fine? Idk there’s a lot of variables, but in the hero talent tree idk what’s a fair gain per globe

Again, kind of depends on what kind of abilities and talents this hero of yours have.

Like, ETC has probably the lowest health of all the tanks because he has some selfheal but more important, his base kit is damn strong and he constantly has armor.

So if you’re making some hero that has an absurd amount of health, like more than Cho’gall or something, then he would need to have some proportional weaknesses. Maybe he’s a weird sustain hero who has weak CC and damage, but can be extremely tedious to kill. And maybe his offensive power builds up slowly over fights.

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Depend on the hero and the map, and the compositions…

Basically you would either need to make it a talent which would be an “auto-pick” on some maps and trash on the rest.

Giving baseline to a hero is just restricting what maps they can be played on for no good reason.

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Other than the same, “weak early game” comment my hero has for weaknesses:
Conditional mobility–>see thresh hook in LoL. You need to land it to have any sort of mobility, and sometimes you only want to land the hook and NOT jump in.
Low range on abilities–>most tanks have 10+ range on their abilities. Anub, etc, and other tanks have longer engage/cc ranges. My hero has his hook at 9 range (3 less than stitches) with no way to extend that range, and all other abilities are less than 10 range. This means he’d have to be closer to the combat than other tanks.

He has no self-armor, he just gives OTHER heroes nearby on his team armor if he takes a late game talent. 5 armor per hero nearby. If all 4 teammates are within 6 range of the Hero, the 4 teammates get 20 armor each.

No health regeneration except for a passive that gives 0.2 bonus health regeneration for every soul and realistically would get less than 60 health regen for sure, which is in line with other hero’s health regen (ranges from 25 minimum to 40 on Dehaka)

Maybe too strong if infinite hp stacking? But naz alr has it

Stitches has it and he’s the worst tank in the game. Nazeebo is also not high on tier lists at all. Technically stitches has a limit but you aren’t reaching it in any realistic match, even an hour long match

Depends on how it’s implemented. Base or talent.
Depends how the hero is designed. Diver or slow hero with no real escape like Stitches.

I have strong doubts about this.
I think it’s more like 40.

Ok good because that just means more hp per globe :stuck_out_tongue: And if I manage to somehow get 60, even 20 health per globe difference will be HUGE. 20 x 20=400 more health just from those 20 extra globes, not to mention the already 40 globes collected being higher by 20 health each. 40 x 20=800 more health compared to my “nerfed” health globe value. Would end up 1200 more health in all compared to before, not even considering the real health gain of a globe.