Lifesteal Rework
FIRST: Why do we need it? Its frankly a bit OP because its costs nothing to do and has barely any cooldown to it. Also, because it is very common on AD items, it means it really easy to get for anyone and gets really absurd as a person's AD gets really high. Its has also indirectly lead to nerfs to a lot of supports who use healing spells. I could say also, that because spellvamp is no longer on items, why should lifesteal be then?
My rework to lifesteal is about making it a rewarding effect after a effective play but also prevent the situation of people basically sustaining through teamfights endlessly; Unless you have an item or Champion who heals you with an ability, health pools should be fairly static in a teamfight and only ever really go down.
Lifesteal would be changed to only provide healing after scoring a kill. This would only proc from killing minions or champions and would not trigger from destroying towers or inhibitors. If you have say 15% Lifesteal obtained from
, you would be healed for 15% of the targets total hp after scoring a killing blow. As you can imagine this effect would be much stronger on champions. The healing value would be determined based on your Lifesteal amount and there would be cap on Lifesteal set to 25%, unless champion mechanics boost this.
This change would make poke and harass a vital part of bottom lane as it would actually stick until your opponent started last hitting. You could also deny them heals by zoning them away from minions with harass or the threat of a gank from someone like
or
. In a teamfight, only someone who scores the kill would get the healing, so you would have to careful on who gets the kills.
_Lifesteal would be adjusted to be overall more scarce but the outstanding changes I see would be as follows:
_
changed to 5% lifesteal but now made a unique passive. Only one of these would provide the lifesteal benefit.
changed to 15% and the shield would now only trigger from healing outside of combat.
changed to 10%.
changed to 10% and no longer provides extra lifesteal with stacks.
changed to 5%, and a unique passive.
changed to 10%.
changed to 5%.
There are more likely but this should give a rough idea.