Removing Lifesteal on Ward-Type-Health Units: Proposed Change

I Have OBCD·4/4/2017, 10:05:43 PM·3 votes·378 views

The latest patch is removing lifesteal off of any unit with ward-type-health (fixed damage per hit). This makes sense for things such as wards and traps, which use ward-type-health as a way to make clearing them doable by anyone, but not instant for high-damage characters. Since wards and traps are cleared out of combat, it makes sense to remove healing/on-hit effects from them.

However, some things use ward-type-health even though they are in-combat, i.e. Zyra plants and Malzahar voidlings. These consistently damage you during fights, and should be healable off of. If an ADC switches their focus to a voidling during a fight, they shouldn't be punished by losing lifesteal.

Most people can recall a time they autoed a Tibbers moments before it died to lifesteal enough to survive, the same should be possible with a voidling chasing you down.

Tl;dr: Reenable lifesteal on voidlings/plants, they require mid-combat autos and therefore should give healing.

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