Life Steal Rework Idea
Regular Life Steal: No longer interacts with critical strikes. For basic attacks, it only heals based on your base attack damage.
Doran’s Blade: Life Steal increased to 5%.
Everything with 10% Life Steal: Life Steal increased to 15%
Bloodthirster: Life Steal removed. Shield Passive removed.
Why: I don’t think it’s possible to sustain your shield on missing health healing. (5% of 0 is still 0)
NEW: UNIQUE Passive: Basic Attacks on enemy champions restore .5% (+.2% per 10% Critical Strike Chance) Missing health, stacking up to 10 times for a total of 5% missing health per hit. All stacks fall off after leaving combat.
Why: This is usually built on ADCs, so I wanted to give them something where they could perhaps sustain themselves regardless of who they are fighting, but they couldn’t heal all their health up if they weren’t fighting an enemy champion. The low amount plus the CSC scaling is so non-ADCs can’t abuse it.
Mercurial Scimitar:
NEW: UNIQUE Passive: (Shield Passive from Bloodthirster) Instead of healing from Life Steal, it now considers all forms of self-healing except health regeneration.
Why: Something something defensive option stacking.
Bilgewater Cutlass: Life Steal removed. NEW: UNIQUE Passive: 20% of the damage dealt to the target of the Active heals you before modifiers (read Hextech Gunblade for an explanation).
Blade of The Ruined King: Life Steal removed.
NEW: UNIQUE Passive: 75% of the damage done from the first passive is gained as health. If the target is affected by the active, this is tripled. This isn’t affected by normal Life Steal.
Hextech Gunblade: UNIQUE Passive: Now only heals from 35% of all damage before modifiers. Targets affected by the active cause this passive to heal 25% of all damage after modifiers.
What this essentially does is only allowing you to heal from the base damage of the auto-attack or ability used without the influence of on-hit effects, critical strikes, scalings, or resistances.
For everything that builds out of Bilgewater Cutlass, I’m essentially giving you windows of opportunity to increase your health way more, while nerfing the overall health gain over time.
Death’s Dance:
CHANGED: UNIQUE Passive: Instantly heal for 6% (+1% per 30 Bonus AD) of your base attack damage, base physical spell damage, or on-hit effect damage. After 3 seconds, heal for three times of that amount. Area effect physical damage heals for 33% of that amount.
Why: Death’s Dance has insane sustain despite it not being built on people with critical strikes, so I (tried to) tone it down.
Ravenous Hydra: Life Steal changed to 10%.
Passive: Life Steal now applies 75% to Cleave, and 150% to Crescent.
Jungle Items with Life Steal: Renamed to “Heal for X% of auto-attack damage (and modifiers) dealt to monsters.”
Maw of Malmortius:
UNIQUE Passive - Lifegrip: Life Steal increased to 15%.