Grievous Wounds
As of today, there are 2 champions that an apply healing reduction. Katarina (her ult) and Varus (His aoe slow, and only while they are slowed).
THIS SUCKS
This has basically become the League of
or the League of
. If you don't have one of those, or you have an all AD team comp without Varus, you're screwed as they will just heal through your damage and there is literally NOTHING you can do about it.
You even gave
a champion that has basically nothing to do with healing unless it is from lifesteal, an ultimate which heals her allies. She is a duelist, and while I really love her new kit, I don't think the healing buff should be her ultimate's main effect. It should be something else, though I'm not sure what, so I'll leave this alone.
My point is that we have fallen back into the League of Healing.
So why has Riot removed yet another healing reduction counter? I would like to know that myself. It started with Executioner's Calling and so far they have been on a kill-grievous-wounds rampage ever since. What is the purpose of making healing super powerful? There was a time when you didn't want healing to be the be-all-end-all so you nerfed the piss out of it, Riot. And now you are going back to healing being the one and only stat that basically every team should stack. What is the purpose?
Riot Reinboom:
For the far and vast majority of games, melee users would take the same actions they had been taking before.
Executioner's Calling was not attractive as an item, and there's quite a few things that failed with it.
One of the key strengths with offensive items is in the act of constructing a build. "I can now kill you in this way". Executioner's Calling kind of fell flat here in that it pulled more in the direction of "I have to do this." rather than "I want to do this." It pushed more in to the realms of what a defensive item feels like, you are answering a build. You are being directed by the choices of your opponent.
Now obviously there are items that do this as well (Last Whisper, Void Staff, defensive items et all), but all of those are competing for slots and there's limited room available to make build decisions versus reactive decisions.
Which pulls in to the second problem there was with Executioner's Calling. There wasn't a strong point where we could make it feel like it was worth it for the slot it took.
The item did serve an important function though, you're right. When we have more time to address healing and the interaction with healing, we may very well revisit the item and morph it into something new (or... potentially something new entirely to make it not needed at all). Hopefully while also solving the prior issues with it and making it actually exciting to purchase for more players.
It is time Riot! You have left us with no options other than forcing any Mages/AP champions on a team to take
and while I love Morello and his contribution to the game, we shouldn't be forced to take that just to kill their super-tank
. You have removed too many healing reduction options and it has basically made healing overpowered. When people catch on to this, they will do nothing but pick
so that they can heal through all the damage to brute force their games. Ignite will be a common place spell again on ADC's since to keep up with the heal they will have to have it in case of duels.
I want to see more counters to healing either in itemization, or in champion selection, but I don't want to be bound by law to pick specific champions so that I can stop enemies walking circles around me while they heal.
Edit: I almost forgot to add in the
buffs that made it so ALL HEALING IS INCREASED. You'll never kill a team that builds to healing stats.