User blog comment:Care Level/Fucking Sightstone, Man./@comment-9593635-20140426002355/@comment-9593635-20140427185251


 * "The double-cast active looks really neat! This pretty much solves the interference issues between Sightstone and the support items."

Why, thank you! I tried hard to come up with an elegant solution. ^_^


 * "With this said, I recommend you take another look at Heart of the Earth: for some reason it gains 3 gold per and 15 mana regen, despite neither stat being present in the components."
 * "Heart of the Earth also loses 5 health regen compared to Face of the Mountain and gains 100 more health than the other items, while Blessing of the Ascended gains 1 gold generation for some reason."

Mana regen is probably copy/paste failure on my part, as is the loss of HP5. The increased gold generation is intentional, since the primary means of gold generation on the items becomes significantly less-available after laning phase. Heart's increased Health is also intentional; it's akin to the increased AP on Eyes.


 * "The Spoils of War passive is designed to provide gold generation on par with Tribute and Favor (while also taking into account its risk level, greater than Favor's but less than Tribute's), so this would make it by far the best item in terms of stats."

Really, I ought to significantly modify the gold passive on Eyes; Tribute just doesn't work as well after laning, given that enemies aren't necessarily even available to hit. I think that that item should benefit most from a gp10 increase. Perhaps Heart's could use some toning down.


 * "Basically, this should all just amount to some minor cleanup."

Yep, that and balance/tuning issues!


 * "The main problem, though, comes from the Standard effect: while the other actives were designed to be AoE, you've turned a single-target ability (which is meant to be as strong as said AoE) into a bonus you can land on every single member of your team, literally multiplying its potency. The other problem is with the damage aura: first off, it's a complete change in functionality from Deadly Phalanx, which is a burst of damage at the end of the shield's duration, and has extremely bizarre scalings due to it having to work with up to five players at once: because it's meant to not be overwhelming with your entire team around, it's also very weak when used alone or with less than five teammates. You should have the standard grant the Deadly Phalanx effect to a single target and provide a different bonus (15% damage reduction, for example). The targeting for the shield looks like it could be a problem, though, since this is a ground-targeted ability and Deadly Phalanx is ally-targeted: you could either have the standard shield the most wounded ally within range (which would still change its functionality somewhat) or have a third active that would allow you to manually shield a target within the Standard's range."

A third active just doesn't work. Like, it's fine for the warding versus standard thing, because how often do you realistically want to drop a ward right on top of another ward? However, if your ally's standing in a bush, the third active would make it impossible to ward that bush without burning the shield active.

It might be possible to change it into an auto-targeting shield (perhaps "first ally to drop below 20% health" or something?).

And though, yes, the functionality does change quite a bit, I think it's more fitting for the stage in the game at which it will be completed. That being said, I agree that it could be made stronger in small skirmishes; maybe higher base ratios with some kind of diminishing return per allied champion?