Heal shouldn't Do what it DOES

MasterofSFL·3/7/2015, 5:37:02 AM·2 votes·1,094 views

We've seen heal go up and down in it's popularity, with the nerfs, the buffs, the addition of Barrier. Normally I didn't find it an issue, it adds something to the game, a kind of Clutch moment that Supports can use to save their dying Mates.

But not any more. Heal just doesn't feel right and hasn't felt right since it's last major Change. Being able to Heal two players and give them a massive Speed boost sounds great on paper, but the Skill isn't exactly being used for it's intended purpose, which was a clutch saving move supports could pop out. No, now it's an ADC staple that completely overrides Barrier and Ghost as choices for most players.

Heal needs a Rework. The skill needs to be more tailored to you using it to save someone's ass, not to be versatile for 1v1s or Escapes. Tie it to something, make it Niche but powerful.

I don't understand why it heals you for the same amount of Health as it does your partner, why the same boost is given to you. Tie it to at least 2 Man groups for the full effect, make the Heal more on your target, the Boost as well. Heal shouldn't be a the "Oh shit" button when that's exactly what Barrier is for.

Two Ideas:

(Team) Heal: Target Ally is Healed for X amount, you are Healed for Half that amount. Adjacent allies gain a Stacking MS buff Dependent on the number of Allies in the area. When used on yourself the Heal is Half the amount and Half the Cooldown

This Opens up Heal as a Counter initiator spell late game and keeps it's "Save them" feature Supports are known for

(Rescue) Heal: Target Ally is Healed, you and your ally Gain movement Speed when moving towards Eachother (Range is Large). When used on yourself you are healed for Half the amount and gain half the Boost.

This gives Heal more utility for Supports as a Rescue Spell. Supports can Pick up their allies from hard ganks and still retain some token of selfuse.

Heal can't stay the way it is, it just makes no sense to allow non-supports unbridled access to a supposedly Support spell when they have an equivalent in Barrier.

10 Comments

Talamare3/7/2015, 8:10:21 AM2 votes

I personally completely disagree that Heal should be used as a clutch moment ability

Barrier is the clutch movement ability, Heal should be more along the lines of a more passive sustain

I personally think Heal should be something like Heal yourself and all nearby allies for 100+10% of your Max HP over 20 seconds

Note, it should be programmed like a temporary Aura. So while near you, they gain a buff that will heal them. However if they move away, the buff also goes away

It should also stack in the same way Aura's do, meaning if you didn't bring heal yourself, you will only be affected by 1 instance of Heal

Thryale3/7/2015, 5:43:04 AM1 votes

aye, I miss the old days when adc's would run ignite or cleanse.

ABlueQuaker3/7/2015, 6:04:05 AM1 votes

tbh Heal, Barrier and Cleanse need reworks so that they have more distinct functionality.

Cleanse needs to be more effective against comps that bog you down in CC. (Removes CC and also grants % Tenacity based on level and/or number of nearby enemies.) Barrier needs to be more anti-burst. (Perhaps % Reduced Damage + Shield but with a modest duration.) Heal needs to be more proactive than reactive and needs more decision making between using it for a MS Boost and using it as a Heal. (High HP = Higher MS Boost. Low HP = Higher Heal Amount.)

MrSlowDie3/7/2015, 6:17:45 AM1 votes

Heal : now only heal lowest %hp teammate buff its number

or Heal : now grant super hp regen instead insta-heal Only heal lowest %hp teammate buff its number

thought ?

Mathbalnase3/7/2015, 8:39:18 AM1 votes

Heal: You and nearby allied champion heal [X], increasing [Y]% for each [Z}% missing health over the next [W] seconds. (removed: MS boost)

Shield: shield value reduced slightly; MS boost added

Spikeman713/7/2015, 8:46:11 AM1 votes

9/10 times I use heal to save my support or myself from eating unintended turret shots.