Thoughts on Health Drain mechanic to rework Spell Vamp
I'm start thinking ones I read the description of Hunter's Talisman:
UNIQUE – TOOTH: Damaging a monster applies HEALTH DRAIN, which deals 25 magic damage over 5 seconds while restoring as much as health.
So what if spell vamp could function like this:
- Spell vamp is a defensive stat which deals an amount of damage over 5 seconds while restoring as much as health when damaging with either champion abilities. It only works for active champion abilities that do not modify basic attacks or apply on-hit effects (including true damage abilities).
This means spell vamp is now a flat number rather than an percentage.
#Items
: Now gains 10 spellvamp
Tribute doesn't deal damage anymore
So that's about 10 damage dealed & 10 damage healed after 5 seconds
: Now gains 15 spellvamp
Tribute doesn't deal damage anymore
So that's about 15 damage dealed & 15 damage healed after 5 seconds
: Now gives 30 spell vamp
: Now gives 40 spell vamp
: Is now an unique passive similar what they did with 
The healing scales with bonusses like 
Thoughts?