Grievous Wounds need to be changed

RivetAce·1/29/2017, 6:09:52 PM·30 votes·2,604 views

First off, you should have counterplay to healing besides "bigger damage", so we can't remove grievous wounds entirely.

The problem is, healing-based champions are either 1) weak vs grievous wounds and balanced vs none, or 2) balanced vs grievous wounds and OP vs none.

Neither of those are good options. Also, sometimes a fed champion with lifesteal can tank better than a dedicated drain-tank. Healing should not scale very well with being ahead, because that's toxic design.


SO, how to fix this? I propose treating healing like invisibility was treated: separate it into categories. There would be 3 categories:

  1. Heals
  2. Regeneration
  3. Drain
  1. Heals are things like champion abilities, health shrines/plants, or summoner 7

  2. Regeneration is a stat (just like now). item 1006

  3. Drain is when you heal based off of damage. Lifesteal, Spell Vamp, and items such as item 3146 and item 3812.


Make grievous wounds effect each category differently.

Heals should be affected based on your current health. If you're low health, grievous wounds won't have much effect (-20% or something like that). If you're high health, they would have a large effect (-60% or something like that). This way, healing is better when you're behind (taking more damage) and worse when you're ahead (taking less damage).

Regeneration should just get a flat reduction, but less than it is now (-30% or something like that). If Volibear or DrMundo become OP, it's an easy change to just lower their numbers a bit.

Drain should have a high reduction (-50% or something like that) since it is always based on your damage, and is snowbally because of that.


Notice I haven't said anything about the items. I think they're pretty balanced, because Morello has a gate, and buying Executioner's Calling means you're giving away 15% bonus physical damage. I think the real problem is in the grievous wounds, not the items.

31 Comments

WoonStruck1/29/2017, 7:52:21 PM11 votes

Whether you like it or not, Morello's is an over-tuned, under-priced item.

GW is another issue with it.


GW does need to be addressed. Its pointless to have in the game and causes the same issues as the current armor/pen interactions: Armor too powerful before pen, too useless after.

Healing too strong (before Riot gutted most of it despite GW anyway) before GW, too useless after.

Ultîma1/29/2017, 11:15:59 PM4 votes

Grievous wounds should act as it's name implies; the healing reduction should become more powerful the more damaged the enemy is. Essentially, the more you wound someone, the less likely they are to recover.

ModKnightsKemplar1/29/2017, 9:17:28 PM1 votes

Your solution isn't bad, but I do find it convoluted.

Why can't we just get rid of it and say the counter-play is burst? What's wrong with that if we rebalance around it?

Mordepool1/29/2017, 9:44:18 PM1 votes

Make all lifesteal items without the ability to stack. Taking the highest source only.
Now you can rework grievous wounds into what ever you want

Danjeng1/29/2017, 11:09:08 PM1 votes

You can literally auto attack someone once with EC to activate GW. What if it stacked up instead of giving 40% healing reduction upfront?

MunchCrunchLunch1/30/2017, 1:29:56 AM1 votes

they said they will change it but god knows when

Zielmann1/29/2017, 6:38:48 PM1 votes

Heals, regen, and lifesteal are already separate stats, so this would be pretty feasible to do without a large overhaul to those sorts of mechanics. This sort of strategy could work for addressing GW.

However, I also feel like the items could use to be looked at, too. Particularly EC/Mortal Reminder. Morello's makes sense, having a conditional application that requires actually bringing the target low enough to apply it to begin with. For something like Mundo, he can play around that by popping his ult just before the burst hits in hopes that he can regen enough to get through that burst without falling low enough for GW to apply.

EC/Mortal Reminder, though, are problematic to me. For starters, I don't feel like the difference between GW on EC and Mortal Reminder is large enough. All an ADC has to do is spend 800 on EC early and then continue on with their regular build path until they get to needing the armor pen portion of Mortal Reminder later on. Then all they have to do is tag a target with a single auto (or ranged spell that deals physical damage) and they'll apply GW. I feel like EC and Mortal Reminder should work off a stack system instead. Each spell or auto-attack applies one stack of GW, and for each stack on the target, they would get a small amount of heal reduction. This would actually put a condition on GW application for physical damage dealers, too, as they would need to focus a target to get full GW applied.

Rozair1/30/2017, 10:43:08 PM1 votes

Grievous wounds: Reduces healing and regeneration by 1% for every 1% max health that is missing.

h5LYF41Lam1/29/2017, 8:41:40 PM1 votes

give champions like soraka mundo trundle,and all of the champions who rely to regenerations too much ,True healing and just nerf them around that.