Healing and Sustain Being so Easily Accessible is Unhealthy

*Conclusion at the bottom* Comparable masteries vs. Runes Feast vs. Taste of Blood Feast - Killing a unit restores 20 health. 30 second cooldown Taste of Blood - Damaging an enemy champion heals you for 18 − 35 (based on level) (+ 20% bonus AD) (+ 10% AP). 20 second cooldown. Vampirism vs. Ravenous Hunter Vampirism - Grants 0.4 / 0.8 / 1.2 / 1.6 / 2% life steal and spell vamp. Ravenous Hunter - Heal for 1.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities, on-hit effects and items, up to 14% at 5 stacks. Benefits from Heal power.png. Earn a Bounty Hunter stack for champion takedowns, up to one per unique enemy champion. On Twisted Treeline, capturing an altar grant a Bounty Hunter stack, up to once per unique altar. Healing reduced to one third on area of effect abilities. (K)Warlord’s Bloodlust vs. (K)Fleet Footwork Warlord’s Bloodlust - Moving or attacking makes an attack Energized. Energized attacks heals for 5% − 40% (based on level) AD and grants 30% movement speed for 0.75 seconds. If the Energized attack critically strikes, it instead heals for 5% − 40% (based on level) AD × (2 + bonus critical strike damage). Fleet Footwork - When fully Energized, your next basic attack Heal 3 − 60 (based on level) (+ 30% bonus AD) (+ 30% AP) health and grants 20% bonus Movement speed for 1 second. On ranged champions, the healing is only 20% effective versus minions. Secret Stash vs. Biscuit Delivery Secret Stash - Your potions (Health Potion, refillable potions (Refillable, Corrupting, Hunter's Potion) and elixirs (Elixir of Iron, Elixir of Sorcery, Elixir of Wrath) last 10% longer. Additionally, your Health Potions are replaced with Total Biscuits of Rejuvenation that restore an additional 15 Health and Mana instantly upon consumption. Biscuit Delivery - PASSIVE: Receive a Total Biscuit of Everlasting Will item.png Total Biscuit of Everlasting Will at 3:00, 6:00, 9:00 and 12:00. If the inventory is full while receiving a biscuit, the biscuit(s) will appear as soon as a place in the inventory is freed. Consuming a Biscuit will permanently increase your maximum mana by 40, in addition to its effects. You will also gain the increased mana if you sell the biscuit for 30 gold. Total Biscuits of Everlasting Will: Restores 15% of your missing health and 15% of your missing mana over 15 seconds. Manaless champions instead restore 20% of missing health. Dangerous Game vs. Triumph + Presence of Mind Dangerous Game - Champion kills and assists restore 5% of missing health and 5% of missing mana. Triumph - Champion takedowns, after a 1-second delay, restore 12% of your missing health and grant an additional 20 gold. Presence of Mind - PASSIVE: Champion Damage rating.png takedowns, after a 1-second delay, restore 20% of your maximum mana and refund 10% of your ultimate's maximum cooldown. (K)Windspeaker's Blessing + Runic Armor vs. Revitalize Windspeaker's Blessing - Your heals and shields are 10% stronger. Additionally, heals and shields on allies increase your target's armor by 5 − 22 (based on level) and magic resistance by 2.5 − 11 (based on level) for 3 seconds. Runic Armor - Grants 1.6 / 3.2 / 4.8 / 6.4 / 8% stronger shields and health restoration on you (includes life steal, spell vamp and health regeneration). Revitalize - Outgoing healing and outgoing shielding is increased by 10% versus targets below 40% health. Incoming healing, incoming shielding, self healing and self shielding are increased by 10% while you are below 40% health. Recovery vs. Second Wind Recovery - Grants 0.4 / 0.8 / 1.2 / 1.6 / 2 health regeneration per 5 seconds. Second Wind - After taking damage from an enemy champion, gain health regeneration equal to 6 (+ 4% of your missing health) over 10 seconds. (K)Grasp of the Undying vs. (K)Grasp of the Undying Grasp of the Undying - After being in combat for 4 seconds, your next attack against an enemy champion deals magic damage and heals you for an amount. MELEE CHAMPIONS: deals 3% of your maximum health and heals for 1.5% of your maximum health. RANGED CHAMPIONS: deals 1.5% of your maximum health and heals for 0.75% of your maximum health. Grasp of the Undying - Dealing or receiving damage within 2 seconds generates one stack every second. At 4 stacks, your next basic attack within 6 seconds, against an enemy champion deals 4% of your maximum health bonus magic damage, restores 2% of your maximum health, and permanently grants 5 bonus health. The empowered attack duration refreshes whenever dealing or receiving damage. On ranged champions, the effects are reduced by 40%, down to 2.4% of your maximum health, 1.2% of your maximum health, and 3 bonus health respectively. (K)Stoneborn Pact vs. Font of Life Stoneborn Pact - Grants 5% maximum health as bonus health. Your crowd control effects brand enemy champions with an Stoneborn Pact Mark.png Earthen Rune for 4 seconds. Other allied champions who attack branded enemies heal for 5 (+ 2.5% of your maximum health) over 2 seconds (halved to 2.5 (+ 1.25% of your maximum health) if you are ranged). Font of Life - Slowing or immobilizing an enemy champion marks them for 4 seconds. Allied champions (excluding you) who basic attack marked enemies heal for 5 (+ 1% of your maximum health) over 1.75 seconds. No Direct Comparisons Pre RR Perseverance - Grants +50% base health regeneration, increased to +200% while below 25% health. Post RR Conqueror - Basic attacks or abilities that deal damage to an enemy champion grant 1.2 − 3.6 (based on level) bonus Attack Damage or 2 − 6 (based on level) Ability Power (Adaptive) for 2 seconds, stacking up to 5 times, for a maximum of 6 − 18 (based on level) bonus Attack Damage or 10 − 30 (based on level) Ability Power (Adaptive). When fully stacked, 10% of your damage against champions is converted to true damage and you heal for 10% of the pre-mitigation damage dealt. The buffs refresh upon dealing damage to enemy champions with attacks or abilities. Damage-over-time effects and ongoing sources of damage will grant one stack / refresh them only once every 5 seconds. Melee champions stack duration is increased to 8 seconds. Legend: Bloodline - Gain 0.6% Life steal per Legend stack, up to 12% with 20 stacks. Kleptomancy - PASSIVE: After using an ability, your next two basic attacks within 10 seconds are enchanted. If the attack is used against a champion, you gain 5 Gold. Occasionally, you will gain a consumable item instead. If you gain a consumable item while your inventory is full, the consumable will instead be consumed. POSSIBLE CONSUMABLES: Mana Potion (Sell: 12) Pilfered Health Potion (Sell: 16) Sly Sack of Gold (Sell: 65) Pilfered Stealth Ward (Sell: 24) Pilfered Potion of Rouge (Sell: 32) Total Biscuit of Everlasting Will (Sell: 30) Peering Farsight Ward (Sell: 24) Looted Oracle's Extract (Sell: 24) Control Ward (Sell: 30) Travel Size Elixir of Iron (Sell: 32) Travel Size Elixir of Sorcery (Sell: 32) Travel Size Elixir of Wrath (Sell: 32) Elixir of Skill (Cannot be sold) Time Warp Tonic - PASSIVE: Consuming a potion or biscuit grants 50% of its health immediately, and mana if applicable, but prevents that consumable from being used again until the effect ends. Health/mana per tick is then reduced by half for the effect's regular duration. In addition, you gain 5% bonus movement speed while under the effect of a potion or biscuit. Items: Corrupting Potion - 3 charges 125 hp and 75 mp Crystalline Flask - 3 charges 120 hp and 60 mp As I displayed above there is a bunch more healing and sustain. Some big differences are **Vampirism vs. Ravenous Hunter** which I think is one of the biggest problems with healing because it offers a bunch of healing on champions that were never designed to have healing. **Dangerous Game vs. Triumph** which more than doubled the healing. **Secret Stash vs. Biscuit Delivery** which straight up gives you 4 biscuits that grant 15% missing health and mana back which is insane to the 30 hp buff your old pots got. Aslo it forced you to buy potions meaning you had to spend gold and time to back for them. I just don't see how this has not been identified as a major issue. Since healing is so high and everyone can get it damage has to be higher so that people can't just out sustain the damage with all the healing that is availble, plus poking people out is so much more difficult, so people are less punished for playing lane poorly. League of Legends really needs to have this looked into if we want the game to get fixed. Just remember identifying the problem/problems is the first stage of recovery.
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