I'd say BoF to 600. It's just good on every character, it isnt always the best pick but it is an decent pick and for half of the selection probably the best. Maybe we should just take it out? Or make it an percentage of base health, that would be cool for rook.
Absolute healing for idol priests, yes.
1. I'm not sure about this idea, but maybe have some counters to minions instead of pure aoe skills, like were in the alpha builds. IE, throwing units(instakilling them) can be used on minions and bought inshop/favor. Then you can buy items to counter this, or Aoe evade ir whatever.
2. And this brings me to my second point, minion items should be unbugged(I shouldnt be losing hp when I get health items!) and there should be high level items that really change minions, like making them immune to knockback, or massive evade.
3. Level 2 items(in the 1500-2000 range) should be nerfed or atleast made less important. The way it goes now is that I get some consumables/monks/level I items(helm+banded) and then get my level 2 items ASAP, if I get enough money I may buy some big item, but really is it needed? usually not. Dota/HoN is a good example: they've high priced items that totally change how your character plays.
4. Mana helms are to one dimensional. You basically get vlemish and if needed plenor and thats the end of it. Vlemish should be an ally support aura, and plenor should give mana based on how big your mana pool is or do something different.
5. Locks and ports are way too important, not having them means you instantly lose against a decent team. On top of that locks are so cheap lategame that they can be literally spammed to gain warscore. Also locks can end a game with a portal cap, although this may be a good thing too.
I first thought about money hikes, but that only means they become useless early game. CD increases are possible too, but still very hard to balance. BUT there is another way to change this: lower the amount you can stack in an item slot.
If you can only have one or two locks per item slot that makes lock spamming a lot harder, and in addition makes it easier for a team to defend(their portal) since they can quickly restock on these valuable consumables.
6. The problem right now is that hp stack is Overpowered, but lowering hp makes you die way too fast. So I propose we add items that safe you but do not neccerseily add hp. Orb of defiance is an example(albeit it isnt that good).
7. There should be a choice between getting minions, I should be able to for insstance stack on minotaurs and totally forgo monks and ranged. (this means getting rid of minion specific slots), and this should be a real choice. First monks should do less dmg, its bullshit that they heal and still do almost as much damage as ranged and minos combined. Second they should come in different numbers: that should also make it feel more like an army. For one melee idol you get 3 minions, but you only get 1 priest per healing idol etc.
Ok that was it=D