So sustain based champions aren't supposed to work anymore?
I assume we've all seen the new Executioner's Calling and Mortal Reminder items, but just incase anyone hasn't..
How exactly is this okay? Over the past few years Riot has removed numerous sources of Grievous Wounds due to the 'invisible power' which it granted, and the only thing they've given it to was
. However that requires a target to be below 40%.
So I'm genuinely curious how Riot expects
to fair with these changes? I'm not even referring to champions who have kits designed to take advantage of life-steal effects in them, but simply kits who have a large amount of their power dedicated to self healing. I understand that some people may not like
, and that
and
have been problems in the past.. But seriously?
are champions which really aren't seen very much, and other than
have had almost no time at the top of the pile in years. The only reason
was even relevant for a time was because of his point-and-click huge duration hard CC, not his damage or lifesteal.
Mortal Reminder isn't even an ADC only item. It's simply bonus armor pen, AD, and the healing reduction passive. Most assassins and several bruisers / fighters, as well as many an adc, will be running around with this item.. At which point any physical damage they do will half the self healing these guys do.
Inherently there's nothing wrong with items that prey upon weaknesses or cut specific strengths. We have this all over the place with active and passive effects. Attack speed reduction items like
target some champs more than others (usually carries),
's crit damage reduction targets carries, current
targets sustain champs,
targets health tanks,
and
targets resistance targets,
is made to counteract champions who depend on debuffs or hard cc the job done, and lastly
negates burst in several ways. These items and more are important because they let you build certain champs / builds and exploit weakness. This is fine and healthy, it leads to intelligence in item choice and lets you do specific things in specific cases.
However, of these items, the only ones which really begin to invalidate champions themselves - as opposed to hurting the way that they may build / keeping their power in check - are
and
. Yet while those are extraordinarily frustrating, they're also reigned in by the fact that they only effect you personally. You aren't QSSing aren't removing every debuff from your team, nor removing every single debuff on every team member put up by a select champion. So it's not blatantly making the affected champions useless because they can still go for other targets. Or wait for you to blow it for another reason.
However these two new items have none of this trade off. As it stands, the amount of power which this item grants vs champions who rely on kit at the kit level is disproportionate in the extreme. Imagine if
reduced attack speed by 50%,
reduced crit damage by 40%,
reduced all enemy movement speed within 700 units by 50% or
did 15% max health damage every hit.
The above examples are obviously extreme cases we'd never want, right? They'd utterly annihilate any champion who depended on certain aspects. The point which I'm trying to touch upon is that if the above items were changed in the mentioned ways, they'd totally invalidate a range of champions (each) simply by being built. Building a
if it applied a permanent 50% snare to all enemies within 700 range would make champions without dashes (and even many who had them) utterly worthless.
that did 15% max hp damage per attack would make any tank who built health utterly worthless, they might as well pull the plug and not participate anymore once that item is completed.
That's what we're talking about with the new Executioner's Calling and Mortal Reminder items. You build them, champs who have sustain in their kit and are designed to take advantage of it in order to do their job.. Are worthless if you touch them. Their current health doesn't matter, their current build doesn't even matter; there's currently no counter go grievous wounds. You auto attack them once and a major part of their kit is magically 50% as effective, no thought or interaction needed. This is even more horrifying because it's not on a personal basis.
I suppose that my simple suggestion / idea would be to give it the Nomicon treatment; making it so that the effect is only applied on the target when they're below 40%. Either that or making it have a slight longer duration, but be an active with a respectable cooldown. Say 7-8 seconds of healing reduction on a single target (or perhaps 4 seconds on all targets you deal physical damage to for the next 7-8 seconds) on a 90 second cooldown.
In the end though, I just really want this item looked at for reasons which are not selfless. I've been a
jungle main all season, and since he was reworked back in s3 he's bounced between my favorite and second top-lane champ depending on what's popular up there. I enjoy the baiting aspects to his kit and the ability to yank out surprising healing in situations. Yet if these items go through untouched, I won't be able to function as soon as an enemy gets one of these items and decides to tag me with it. Yet this won't even hit me the hardest.
New Executioner's Calling costs 800g, 350 of which is the cost of a longsword. If this stuff goes through then none of these champions will be viable in lane. You will be able to reliably have an item that lets you shred 50% of self healing from
or
before they even have their ultimates, the primary (or in
's case only) source of self healing. How is it even remotely fair that you should be able to hard-counter
's ultimate before he even gets it?
is a guy you forgot about that will hate this, however