Heals and the balance decisions need a reset

Leaf on Bush·2/2/2018, 12:02:27 PM·9 votes·854 views

I recently stumbled upon this ask riot article:

https://nexus.leagueoflegends.com/en-us/2017/09/ask-riot-shields-and-guardians/

The discussion is about adding items to counter shields and Riot cleverly notes that:

The situation we want to avoid is to have an endless arms race, where damage becomes so potent that we add shields, then shields are so potent that we add a shield breaking mechanic, and then a counter to that mechanic and so on. If shields overall are too strong, we’d rather ease up the shields or increase the damage that shields are intended to counter.

However their conclusion is just completely inconsequential and contradictory. After indirectly admitting that the path they took to handle heals is problematic and doesn't really work out, there are like...whatever we do it anyway... maybe.

That said, we do have mechanics like grievous wounds in the game, and we have mentioned recently that we might explore say an item with an active shield break mechanic.

WTF RITO PLS

At this point isn't it obvious that you added way too many layers of multipliers and additional effects to heals in attempt to balance them instead of just fine tuning them DIRECTLY? We have the all time offender greivous wounds that basically creates a massive divide in how a match can play out. All of that just comes down to the simple decision of whether to buy it or not which lacks any expression of skill or knowledge and just leaves the opposing party with a factor that they can't influence at all. On top of that we have more multipliers, buffs to heals recieved, heal and shield boost and so on... which all can't really break through the massive percentage reduction of grievous wounds but result in heals being even more broken whenever the GW factor is not in a game. Essentially making the massive divide even bigger. It honestly is a complete mess.

Obviously you can't just remove GW because there are way too many multipliers that make heals OP but what you can do is remove all that shit or reduce the multipliers to level where they are managable. i.e. 10% instead of freaking 40% and then you can just take a look at heals directly. Alternatively you might as well just remove all or most GW effects (excluding ignite because summoner spells should be impactfull ... also unique) and also remove all the % heal and shield boosts.

You made a pretty strong argument in your Q&A article now just stop being ignorant to your OWN LOGIC.

http://st.elohell.net/public/chill/0765abf9e738567309479aad4a7e1935.gif

10 Comments

Recuro2/3/2018, 12:52:36 AM2 votes

I actually like the idea of grievous wounds. Being able to combat excessive healing is good in some cases I think. item 3075 Thornmail is a good example because it only lasts 1 second so it's basically there to make sure you're not a lifesteal battery. I also like grievous wounds on Varus (I bet a lot of people forgot he even has it though) because it's only in an area so there's gameplay around it.

What I don't like is item 3165 not just because almost all mages buy it, but because it lasts 8 whole seconds. I'm okay if someone makes an effort to stop your healing, but when your healing gets cut for an entire teamfight because you happened to get hit by some aoe spell that wasn't even aimed at you then there's a problem.

Teridax682/2/2018, 1:26:45 PM1 votes

While I would perhaps not go for the same tone in the above criticism, I agree with the core assessment: League's systems have too many mechanics that exist only to counter other specific mechanics, and the end result of this is that these mechanics have been pushed up against each other so hard that it often feels like the mechanics being countered lack counterplay on their own. Grievous Wounds is a good example, because it's become common on mages (Morellonomicon), marksmen (ExCal), fighters and tanks (Bramble Vest), and has resulted in a lot of healing similarly becoming excessive as a baseline, because it has to be balanced around being cut in half. Implementing an anti-shield item or the like risks bringing about the same issue, and I personally have absolutely zero desire in seeing enchanter supports have their shields buffed to even higher values, purely to work in an environment in which those shields can be hard-countered. I generally don't believe counter-itemization constitutes real counterplay, and if the only way a mechanic has outplay potential is because there exists another specific mechanic just to counter it, then that original mechanic does not have outplay potential in itself.

JarodDempsey2/2/2018, 6:38:42 PM1 votes

Absoultely do not nerf heals or shields that are champion spells or the heal shield bonus items. If redemption or locket active needs a change then change that, if any shield runes need changes then change them but for the love of christ and satan please do not fuck up enchanters who are finally in an ok spot.

Axhliay2/3/2018, 1:25:11 AM1 votes

Sheilds should work similar how to Summoner Heal works. The first one is 100% and the following ones are weaker for a duration (in this case a short duration). There is nothing worse than facing an unstoppable ADC that you cannot kill because they have 200% of their health as just sheilds.