The HP Regeneration changes are actually a Nerf (again) :/

Blue101·11/29/2014, 12:20:54 AM·33 votes·4,728 views

As stated in the patch notes:

Flat regeneration has always been a difficult stat to balance, as it tends to fall into one of two categories: balanced in the early game, or balanced in the late game. There is no way to have both. Either an item is useful and impactful in the early game but then becomes unnoticeable in the late game (when health pools are 3x-4x what they were), or an item is impactful in the late game but super obnoxious as a first item in the early to mid game. The goal of our changes are to create scaling, meaningful benefits for regeneration at all stages of the game while also being able to tune regeneration more effectively on a champion-by-champion basis. A Mundo who picks up tons of health regeneration will benefit very differently than, say... Riven (she gets a low-cooldown shield, c'mon).

Riot you have FAILED. I understand that heath regeneration is a tricky thing to balance, however without sweeping buffs to almost every champions base regeneration values, all you have done is Nerf heath regeneration at every stage in the game. consider the following link (http://leagueoflegends.wikia.com/wiki/List_of_champions%27_health_regeneration#WikiaArticleComments) which is a list of every champion's base HP regeneration. Only 38 out of 122 champion get more from 100% HP regeneration at level 18 than they got out of 20 HP/5 item 3065 . of these 11 only get 1 more HP/5 at level 18 than before the changes. Almost none of the champions get more HP/5 from 100% base than from 20 flat at level 11. At Level one ONLY Heimerdinger benifits more from item 1006 than before the changes.

So Riot, Please consider increasing the %base HP/5 on items, or buffing the base health regeneration of champions across the board. you said that health regeneration became unnoticeable late game last season and that you were looking improve that, However your changes actually Nerf heath regeneration both early game AND late game for the majority of champions. You also said:

we're expecting the game to be disrupted, imperfect, and requiring even more work over time. That said, we're confident with the direction this preseason is headed, and we're more than happy to course correct as things play out.

So please, course correct on this and Change health regeneration to be in line with your goal from the patch notes.

TLDR: HP/5 changes were a Nerf I'm looking to get Riot to Adjust HP/5 into a better position than it currently is.

39 Comments

Khristophoros11/29/2014, 1:27:34 AM18 votes

It's pretty badly tuned atm yeah.

Even squishies should get more regen. The whole point of the system was to allow regen to scale better right?

The Soulforged11/29/2014, 2:29:30 AM13 votes

Riven is now nerfed even further xD hardly any regeneration even with tiamat.

Nausicäa 11/29/2014, 7:30:52 AM6 votes

Ya so the issue here is that Riot made these changes so that they could individually tune both regen stats for different champions. The problem is that they released the item changes without any of the accompanying champion changes. So we are now left with basically half the changes and who knows when the other half are of the changes is coming.

Rebonack11/29/2014, 6:12:51 AM3 votes

Regen is hard to balance for both early and late game?

Regen items now have both a flat value (hp/5) and a secondary effect that heals some percentage of your max HP per five seconds.

There. Useful at both ends of the game.

Sozan511/29/2014, 2:42:55 AM2 votes

Indeed. Even the highest possible regeneration (from items and masteries, didn't feel like including runes - and of course I wanted to avoid champion specific skills) isn't all that high. It's obviously Heimerdinger with Warmog's, Spirit Visage and 4 Faces of the Mountain, which result in 485 HP/5 (that's 97 per second) out of combat or 592 (that's 118 per second) if out of combat with 1 health point left (due to masteries). In combat the number decreases to 361 HP/5 (72 per second) and 459 HP/5 (92 per second) if in combat with 1 health point left.

This is really low, especially if you consider that Heimer have 50% stronger regeneration than the 2nd best champion (Darius I think) and he would have around 255 HP/5 in combat and 378 HP/5 while out of combat. I really don't think HP regen is a meaningful stat right now.

Kowe The Ewok11/29/2014, 6:08:12 AM2 votes

On a sidenote: Heimerdinger only benefits from it since it's his passive shifted into base stats. And nobody would actually build that on Heimer.

DayVGaming11/29/2014, 6:42:46 AM2 votes

The fact that Riven is dominating Solo Q with almost no base health regen screams FIX THIS CHAMPION ALREADY

Sorry for venting but honestly that shouldn't even be possible, and we're all seeing it.

youngjake9311/29/2014, 7:40:21 PM1 votes

I'm not really sure how Mundo's passive interacts with the regen items, but I am almost certain he got buffed with this patch. Just try building 3 or 4 of the hp regen items on him. I have been in positions where Caitlyn was doing negative damage to me with only one armor item because I was just healing it off without even popping ult.

MrSexyHobo11/29/2014, 6:15:21 PM1 votes

make warmoggs 3k and give it back the 1k hp. not slot effective as it is now

eyes wide shut11/29/2014, 12:42:49 AM1 votes

someone hasn't had the displeasure of Sion or Garen on 4.20 in any of his games yet. their hp regen is monsterous.