Healing Reduction
What is a heal based champ supposed to do when every member of the enemy team can build healing reduction as either a quick and cheap alternative buy (
or
), or as a strong and gold efficient main item (
). Heal based champions seem worse than ever seeing as how now every class of champion can build healing reduction as a strong and efficient buy. Supports always take
now, so even they always have healing reduction, but nothing can really be done about that. Idk why riot is trying to incorporate hard counters to heal champs (like changing
's Q) when healing reduction already exists in so many forms and so cheaply and as such efficient buys. Champs like
feel like they fall flat extremely early in the game and then are never the same because of how quickly the mentioned items can be picked up. Brambles especially bad to play against, seeing as how they don't even have to try to apply it. I think it would be better if the passive was unique to the completed
. And as for
, holy moly dont get me started. This item is not only extremely gold efficient, but is also contains stats that every AP mid wants to build, so everyone has it.
I think either healing reduction should be less widespread in items, or the pre-requisite to applying the healing reduction should be harder to apply. Right now it feels like if you get hit with anything during a teamfight, the debuff is going to be applied for the entirety of the fight seeing as how all of them except bramble debuffs you for 4-6 seconds after the effect was applied. Its just too easy to get debuffed, it stays on you too for too long, and the debuff is too commonly built.