Would Overheal be a more popular choice if the cap wasn't so low?

The Tank Man·12/6/2017, 11:55:34 PM·1 votes·1,033 views

I was thinking about playing soraka and was like hey maybe the adc should take overheal, and wow I forgot that rune even existed. So I looked at the numbers and it gives 300% hp from other champ's heals-maybe it could be good with a healing support! But the cap is only 10+10% of max hp...unless a heal is for less than 3+3.3% of an adc's max health, which I feel like is unlikely, the cap is going to prevent it from working fully.

Why is there a cap at all? It would be super cool if it was unlimited or was big enough that you could actually pump at least a single heal into an adc, preferably multiple heals. I like the idea of increasing the cap because you wouldn't necessarily feel like you're wasting abilities when you heal someone with overheal.

12 Comments

Azadethe12/7/2017, 12:36:35 AM1 votes

It was just raised from 30% to 40%..... how high do you need to go?

Yes Daddy PIease12/7/2017, 6:50:28 AM1 votes

This is a fiora players dream (me) but even i don't want that big of a shield cause that would make it so bs think overheal+bloodthirster ravenous hydra probably wont even fall below half if you proc your ult

and this would make many adcs almost unkillable lategame too cause all theyd have to do is aa a few times and they have assloads of health

Critmaster Garen12/7/2017, 6:57:20 AM1 votes

the cap isnt the issue with the rune and why nobody wants it. its accessability.

its literally only useful on adc with bloodthirster the way it is made since champion regeneration doesnt overheal, and you have to be in combat. and adc arent building lifesteal right now. theyre banking on their supports for sustain and rush 3 crit items.

most champions wont be able to overheal in combat, since theyd take too much damage in fights to get to be able to heal past their maximum health.

if they want the rune to be useful, then the combat condition should be removed, regeneration should be allowed to overheal and the value should be changed to flat level scaling values or just 10% of your max health. the point would be to give you some more hp before you enter combat, and not gamble that you can overheal before you get hit by any kind of damage.

because if youre any champion who can lifesteal or spellvamp but wont get past your maximum health after entering combat, like Darius or just because you never reach full health in a fight after taking initial damage, that rune slot of yours might aswell be empty.