Spellvamp 100% scale on aoe but with 100% cap (as thoughwas singletarget)overlap w/ current equation

LilxPaprika··9 votes·2,899 views

currently 33% is measured because its safe to assume that on average a decent sized aoe spell will deal dmg to 3 or so targets. Aka such that on average you're still getting about the same out of spellvamp with aoe spells as you would single target spells. so i was thinking why not just make aoe spells spell vamp like a single target spell. essentially the inverse way of making it so aoe spells benefit just as much from spellvamp as single target.

say i taunted just 1 champ i would get the full sustain worth (100%) instead of just 33%. if i taunt two i still get same amount of health back as though i just taunted one even though i'm dealing more damage, if i taunt three same as just 1 even though i'm doing even more damage, if i taunt 4 i would get 133% spellvamp and if i taunt 5 i would get 166% spellvamp.

Why 133% and 166%? for those who migth be worried that they will get less sustain out of spellvamp in scenarios where they could also sustain off minion waves as well. I would propose spellvamp measures two equations and picks the greater of the two. Aka always heal for the 100% first and if second equation (the one currently on live) happens to give you more sustain than it will give you the remaining value you would get.

12 Comments

Rebonack2 votes

Pretty much, yes.

The reason why Spellvamp can't be balanced right now is largely due to this asshole Vladimir

LilxPaprika1 votes

{quoted}

Pretty much, yes.

The reason why Spellvamp can't be balanced right now is largely due to this asshole Vladimir

imo people just need to learn to role ignite and use it/save expressively vs such champs. Its a bout competitive play that's where balancing ought to focus, not solo q imo. and i think vlad can be handled at high elo which is where true balance should be based around.

What if they added an item that interacted with ignite. if ignite is on cooldown you can still use your summoner except it will only apply reduced healing (not the true dmg dot) for 4 seconds or so. and add 60seconds to you summoner's cooldown. doing so will also put a cooldown onto the item in question. idk just thinking outloud probably not such a great idea.

Akali is SO HOT1 votes

{quoted}

imo people just need to learn to role ignite and use it/save expressively vs such champs. Its a bout competitive play that's where balancing ought to focus, not solo q imo. and i think vlad can be handled at high elo which is where true balance should be based around.

What if they added an item that interacted with ignite. if ignite is on cooldown you can still use your summoner except it will only apply reduced healing (not the true dmg dot) for 4 seconds or so. and add 60seconds to you summoner's cooldown. doing so will also put a cooldown onto the item in question. idk just thinking outloud probably not such a great idea.

It doesn't matter whether or not he's easy to deal with he still breaks the whole stat just by himself

PeetreeBumm2 votes

It's like none of you want to buy magic resist or a Morello... if Ignite isn't enough

Vekkna2 votes

This is a fix I've wanted for some time. 100% vamp across the board and applies to one target hit per spell. This shouldn't be hard to code at all. With WoTA being pre-mitigation, it would only have to do a check for whether the aoe spell hit. If yes, apply healing based on tooltip damage.

Lots of mages get no benefit from spell vamp in duels where it's the most needed because almost all casters are loaded with aoe-tagged spells regardless of whether they're only hitting one target.

If Vlad is a problem, retain the current spell vamp application as part of his passive. The 100% vamp would certainly buff his 1v1 dueling by a lot, but would nerf his overall sustain since he's often hitting 3+ targets.

Rebonack1 votes

It would go a long way toward making it possible to balance Spellvamp around the whole cast.

Though frankly, what we really need are spellvamp ratios just like we have AP ratios.

LilxPaprika1 votes

{quoted} It would go a long way toward making it possible to balance Spellvamp around the whole cast.

thanks

Though frankly, what we really need are spellvamp ratios just like we have AP ratios.

do you mean like going in and tagging each and every spell that can spellvamp with a certain ratio that is appropriate for each.

Crett1 votes

{quoted}

thanks

do you mean like going in and tagging each and every spell that can spellvamp with a certain ratio that is appropriate for each.

Veigar could really use some balancing on his Q. His best case scenario is 66% spellvamp on that ability. Just another nerf to Veigar

Crett1 votes

That makes a lot of sense. I'd be ok with that.

LilxPaprika1 votes

{quoted}

That makes a lot of sense. I'd be ok with that.

thanks

{quoted}

Veigar could really use some balancing on his Q. His best case scenario is 66% spellvamp on that ability. Just another nerf to Veigar

well this would help him out by giving it 100% every time he hits someone. i had an idea for individually assigning each spell with a value based on its aoe size but lost it :(

LilxPaprika1 votes

so with Shen's update coming up i really think this is pertinent. another thing I'd like to propose is to make spell vamp viable on champions with some defensive spells. self casted shields and heals gain a slight % bonus based on how much spellvamp you have. a bit like the new windspeaker's blessing cunning mastery.

Maximum Morde1 votes

I don't really see the problem with AP champs healing to full off a minion wave just like AD champs do.

More from Gameplay

More by LilxPaprika