How does Riot determine health costs on Aatrox/Mundo/Vlad/etc...
How on earth does Riot determine what kind of health costs someone has??? I'm sitting here looking at Aatrox and Mundo and Vlad and I see a mixture of %current, %max, flat, and flat scaling with AD. How... what is the paradigm used to determine what kind of health costs these things should have?? I mean I guess EX: Soraka it is to dissuade people from building health// but I don't really get the rest of them.
For anyone interested in why, I am trying to develop a champion concept for the fun of it. Whether you check it out or not really only has to do with specific scenarios of each of the abilities and why they might use one health cost over another. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/VUhcv11l-champion-concept-vizoroth-the-swarm-lord
ALSO, I guess I should ask this too: What determines if someone should have a heal based on %missing hp, %max hp, or a flat heal?? Like, why does Darius have a %missing heal while Maokai has a %max heal?
pool or
ultimate.
is a mess. Its best not to dwell on the design decisions that lead to his current state and just wait for an overhaul.
built on any mage. and damage meta. currently undo is encourages to ult at around 70% hp.
) with next to no drawbacks other than losing the damage (

the logic behind his being a %missing hp heal is sound. His goal is to prolong fights as long as possible. With that in mind, he's also a frontline juggernaut meant to take some serious damage but also is meant to have a weakness in that his optimal positioning is hard to get due to low mobility.