The same point Redemption starts healing for 800...

RenownedWheat42··3 votes·259 views

ADCs start getting 1k+ DPS. So how is it the 800 AoE heal that procs after 2.5 sec is ridiculous when the ADC can start burning through people in three or four autos?

I don't personally have a problem with ADCs, mind you. I just think the fact that people complain that our 800 ENDGAME heal (that requires a windspeaker keystone + like +40% shield/heal power from items [so redemption, censer, mikaels]) is overbearing and has no counterplay, when ADCs hit 1k+ DPS at the exact same point, is a little ridiculous. You can burst someone down way before redemption even procs at that point, regardless of whether or not they've got a locket.

If the problem comes from locket AND redemption, they can both only be maximized by two separate champs in one game. A full-heals support won't have nearly the same effectiveness from a locket as a full-tank top would. At that point, you've got huge shields+heals but coming from TWO sources, which should be reasonable, shouldn't it? And that's IF you get a tank willing to optimize for a build like that on top of a full-heal support.

Locket, I'll agree, can get to be pretty insane (especially on someone with stoneplate). But the counterplay there is to keep the one who has it away from whoever you're trying to kill. For redemption, either force your target out of it before the heal procs or just burst them down which, again, any carry at this point can manage. If both go off, disengage until after the heal. Get better positioning. Locket will last only until redemption procs, assuming they go off at the same time.

NOTE: I got numbers from a practice tool comparison.

1 Comments

Sp33d Zer01 votes

ADCs start getting 1k+ DPS. So how is it the 800 AoE heal that procs after 2.5 sec is ridiculous when the ADC can start burning through people in three or four autos?

If I remember the math videos correctly, redemption, which is potential 5 man heal plus 10% enemy teams health in TRUE DAMAGE hits almost 1k healing at the point ADCs start actually doing 1k dps, as you need a lot of items on an adc to do so (unless you play Draven or Twitch with a great ulti)

I don't personally have a problem with ADCs, mind you. I just think the fact that people complain that our 800 ENDGAME heal (that requires a windspeaker keystone + like +40% shield/heal power from items [so redemption, censer, mikaels]) is overbearing and has no counterplay, when ADCs hit 1k+ DPS at the exact same point, is a little ridiculous. You can burst someone down way before redemption even procs at that point, regardless of whether or not they've got a locket.

Who is still complaining about redemption? It is an example of support items SHOULD be.

If the problem comes from locket AND redemption, they can both only be maximized by two separate champs in one game. A full-heals support won't have nearly the same effectiveness from a locket as a full-tank top would. At that point, you've got huge shields+heals but coming from TWO sources, which should be reasonable, shouldn't it? And that's IF you get a tank willing to optimize for a build like that on top of a full-heal support.

Which is exactly what they did. They made one good for enchanters, and one good for vanguards/wardens. That opened up build diversity.

Locket, I'll agree, can get to be pretty insane (especially on someone with stoneplate). But the counterplay there is to keep the one who has it away from whoever you're trying to kill. For redemption, either force your target out of it before the heal procs or just burst them down which, again, any carry at this point can manage. If both go off, disengage until after the heal. Get better positioning. Locket will last only until redemption procs, assuming they go off at the same time.

Really confused what your point is here. Redemption, by the logic of locket counterplay, has the same exact counterplay, except also healing reduction, and a time delay.

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