Adapting the philosophy behind stealth changes to Grievous Wounds
Stealth was reworked in the assassin update so that certain champions would no longer be revealed by pink wards. The reasoning for doing this was because it felt unsatisfying for part of a champion's kit to become negated because X champion bought Y item.
If a champion relies on a mechanic to properly do their job, and the counterplay around it is simply "buy this and it's fine" it presents an interesting balancing problem. You have to balance that champion around simply not having that mechanic avaliable to them in the majority of cases.
For example, Akali's twilight shroud, in the past, could be shut down completely just by placing a pink ward down in the area. Rengar could be spotted in stealth, vayne could be tracked down before she could use her brief stealth to kite. What does riot do to ballance champions around that? That was a problem that riot had to deal with for a long time before they made the change.
Grevious wounds presents a similar issue. That pesky Swain, Volibear, Warwick, Vlad, Mundo, ect. Healing too much? Just buy Morello or Executioners, and these champions will just have to figure out how to make due without. While it isn't a complete counter, it still presents a similar issue that stealth did. The other parts of these champion's kits have to be buffed to a point that they can still function even if part of their kit is negated... which just leaves their built in healing mechanic feeling underwhelming at best.
One proposed solution? Give these champions a way to counterplay Grevious wounds. Every champion listed (except vlad to an extent) is either short ranged or meele. Even Swain, who is ranged, has to be right on top of you for his healing to take effect. All an AP mage has to do, for example, is buy a morello and toss an AoE spell in their general direction and their healing mechanic is removed. This is more noticable for Volibear and Warwick, since their healing doesn't kick off until they fall into Morello's % health threshold.
Here's one way Riot could do it:
**- -Morellonomicon- - **
[REMOVED] Grevious Wounds
**[NEW]**Active: Soul Shear - A delayed skillshot that does damage in a small AoE. Champions hit are also affected by Grevious Wounds for 6 seconds. 60 second CD.
Mortal Reminder
[REMOVED] Grevious Wounds
**[NEW]**Active: Crippling Bolt - Fires an arrow in a line that deals damage to every champion it passes through. Champions hit are also affected by Grevious Wounds for 6 seconds. 60 second CD.
What does this mean for these champoins? You still have an answer to their self-healing, but these champions now have the option to look out for out for and evade these abilities. This would allow riot to place more power back into self-healing as a mechanic as these champions would not have to be ballanced around simply not having it avaliable in most cases.
Imagine how hype it would be in competitive play if the allied Twitch lands a clutch Crippling bolt onto the enemy adc Draven just before a 1v1, The draven lands a crit warlords proc onto the twitch which would heal him back to full, but instead he only heals to half. The twitch capitalizes on this and lands a quick auto > cask > contaminate combo for the kill.
It's certainly more interesting from a spectator's perspective than simply watching the twitch buy Mortal Reminder and win the duel by default.
What are everyone else's thoughts on this?