@Morello, can we talk about Greivous Wounds and healing? (I know you've done it a lot already)
First off, why do DoTs/AoEs apply the full 8 seconds of Grievous Wounds?
DoTs should apply a lesser duration to compensate the fact that its often reapplying for 4 seconds, more if you count Liandry's.
AoEs should apply a lesser duration due to non-decision countering. Often its applied by collateral damage via AoE spells.
If you actually want to strike a balance between healing and its counters, this is the first place to look.
Next remove the missing health threshold.
The missing health threshold only leads to feast/famine situations for healing, especially when it comes to self-heals. Either you have enough healing to not fall below that point, when GW is needed by your enemy the most, or you don't have enough healing to keep up with damage and GW cuts into it even more.
Finally, decrease the value of GW to 10%, but allow multiple sources of it to stack. An alternative is 15% with a cap of 40-45%, which would mean only 3 people need to purchase for maximum effect, as opposed to 5.
One champion invalidating healing on champions that rely on it to function vs 4 other champions isn't exactly a stellar direction for the balance of healing, and only makes champions that rely on healing intrinsically weaker once GW is available from a single champion.
Lowering the value and allowing it to stack accomplishes several things.
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Makes more instances of GW items more valuable, as opposed to just being insurance that a sustain champion is weaker.
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Allows sustain champs to still function with GW in the game without needing to be over-bearing, since its a difference of only 10%+ based on investment instead of a massive 40% base difference.
3)It would also open up room for a tank/support GW item to be introduced, which brings more variability to support and tank itemization.
- Shutting down a sustain champ is now a team-wide effort, as opposed to the mid laner/ADC buying a GW item and invalidating sustain champs. Teams can decide on just how much is needed, which will range between 10-50%. Keep in mind that sustain champs will likely be sustaining slightly less as a base with these changes, but may scale higher.
Changes like these will make it easier to balance any champion with sustain because the amount of healing reduction is dependent on the enemy team's investment.
If a single champion, on average, requires too much investment from the enemy team, its a clear indicator that their sustain needs to be hit unless they have HUGE draw-backs for that sustain. If their sustain is not significant, despite low enemy investment, its a pretty clear indicator that they could stand to take some buffs, even if its not to their sustain (not every sustain champ's healing is what makes/breaks them).
Thoughts/opinions? Please don't downvote without providing your reasoning. :)
I'd be really interested in a red response, since healing reduction is one of the most controversial topics in game balance across many different games, especially the popular ones.