I really didn't see the point of reworking regeneration. What was the point? So far it's just brought a lot of confusion and frustration. I almost never see anyone building hp regen anyways.
Thoughts?
Can't speak on HP regeneration, but mana regeneration was reworked for 2 reasons in particular.
-
Rushing chalice in mid led to uninteractive laning. Magic resist with infinite mana for waveclear and no additional AP led to just farming and no fighting.
-
Infinite mana at all stages of the game led to infinite waveclear and stalling which made games last significantly longer than they currently do.
I don't think bringing mana regeneration to where it was is the 'solution' to assassins, because it just puts us back where we started with a waveclear meta and hypercarry ADCs. I think a better solution would be to slightly adjust the base damage of some spells on mages so that they deal meaningful damage for the mana that they spend. Currently a champion like Zed can deal more damage in a full WEQ rotation with a longsword than most mages with a more expensive doran's ring, and he (Zed) has no long term penalty for spamming that ability while mages will quickly run out of mana for using anything beyond a single ability per cooldown cycle. So you either reduce the base damage on assassins and tune up their scaling, or you rework energy, or you increase the base damage on mages IMO.
People complain about him a lot, but I think Fizz is actually a very well designed assassin. His laning phase is very easy to punish, he has clear mana gating, and his escape is tied into his damage meaning he has to choose between one or the other. Fizz's balance only becomes questionable once he finishes his Zhonya's Hourglass, but that's more a problem with the item than the champion itself. Zed, comparatively, has a strong laning phase, his escape is tied to his damage so that he gets both and does not have to make a decision when going all in, and he has minimal resource gating to speak of. It's really difficult to justify all that.