Anyone else worried by the fact that Greivous Wounds is being almost completely removed?
As a player that has been playing League of Legends since early season 2, I can safely say that I've seen a lot of weird balance issues that are not only related to specific champions being too strong - but mechanics themselves, and the way they work. Remember that every item removal, every ability that turns from a point and click nobrain stun to a skillshot CC, every item change can easily break the balance of certain champions and bring them into an unhealthy state in which they're simply too strong or too good.
So why do I think that the fact that healing reduction options are becoming more and more limited will turn into a huge balance problem? Let me explain:
With the removal of items such as Executioner's Calling and the removal / changes of abilities that apply healing reduction (such as the upcoming nerf to Fizz and the change to Tristana's E), dealing with lifestealing AD carries will become such a huge pain in the ass. Personally it worries me a lot because at the moment, lifesteal is EXTREMELY cheap and easy to accquire, yet its so difficult to counter it or reduce its effectiveness by smart itemization or strategic choices.
Let's not forget champions such as Swain, Dr. Mundo, Vladimir, etc. that Greivous Wounds abilities and items help you to counter. While it does not completely stop them from healing, it does reduce their sustain potential by a healthy amount which enables certain champions to duel them.
Right now, if you did not pick a champion that has the Greivous Wounds mechanic within his kit (think Varus, Miss Fortune, Katarina, etc.) you'll have a pretty damn hard time dealing with a Swain who has a very strong heal in his kit that allows him to oblitirate opponents while healing himself so much, or a Fiora who builds almost full AD and some lifesteal which causes her to regenerate so much health simply by auto attacking - and that makes them almost impossible to play against.
The only counters healing has so far that DON'T require you to pick a specific champion are Ignite (which is a commonly used Summoner Spell) and a Morellonomicon, which is only viable on AP champions.
So in the new 5th season, how the hell are we supposed to itemizie against team compositions that either include heavy healing based champions (I gave examples above) or an annoying ass Kalista or Lucian that become surprisingly difficult to kill due to how easy lifesteal is to accquire?
P.S. don't be a smartass and say "b-but counters are bad because they nulify your strenghs and the items you chose to buy..!"
What about armor and magic penetration items? Although I DO belive that penetration items are currently unbalanced to some degree, remember that they DIRECTLY reduce the effectiveness of those expensive armor items that you've bought - but they don't make your defensive stats completely and entirely useless - THEY JUST REDUCE THEIR STRENGH THROUGH A STRATEGIC GOLD INVESTMENT THAT A PLAYER IS ALLOWED (BUT NOT ENTIRELY FORCED) TO CHOOSE.
tl:dr With the removal of healing reduction items and abilities (also known as "Greivous Wounds", that reduce any healing or regeneration by 50% if I remember correctly), being able to counter heavy AD champions that purchase lifesteal or champions that have in-built heals within their kits themselves is now more difficult than ever, which will probably lead to a massive balance issue in the upcoming months. I suggest to make healing reduction items slightly less limited and more accessable, but also make them a situational purchase so they don't become too overbearing to face when playing champions that rely on healing, which I gave examples of above.
Discuss, friends! And don't forget to share your thoughts and ideas. :)
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and the expectation that you're buying Morellonomicon anyway.
and
good