Heals and the balance decisions need a reset
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
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.
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.