[DISCUSS] What if Grievous Wounds prevented all healing instead of just reducing it?

darkdill··1 votes·480 views

#I am not suggesting that Riot do this. This is just food for thought.

In Overwatch, Ana's Biotic Grenade denies all healing to enemies it affects, and that's viewed as balanced. But in League, Grievous Wounds only reduces your healing by 40%, with varying durations based on what applies it. But this leads to scenarios where Grievous Wounds simply doesn't work well enough against opponents like Dr. Mundo or Volibear, who heal right through it.

Would things be more consistent if Grievous Wounds completely denied healing, but never could be applied for more than 2-3 seconds by any lone effect?

Note that this discussion is purely academic, as I know Riot won't do this because it'd be a balance nightmare.

9 Comments

Sightless663 votes

When considering this idea, it's worth keeping in mind the differences in what healing actually does in Overwatch and LoL. In Overwatch, healing is a mechanic you expect a team to have, it serves as teamwide sustain, and it's incredibly potent. You can afford to create downtime on what is essentially a team resource in order to create openings to exploit. You don't really fuck any particular hero by denying healing for a short time. League doesn't work the same way. Healing is primarily a self-survival mechanism (only Soraka offers good in-fight healing), and it's not really stronger than other survival mechanisms. It's just one option out of many, and we don't really have any need to completely destroy it when it's not outperforming other options.

Would things be more consistent if Grievous Wounds completely denied healing,

What would be consistent is that you'd have to balance characters around the expectation that they'd never have healing available in any teamfight scenario. You'd have to rebalance healers around being completely functional without having access to healing.

If you're going to have a purchasable effect that could completely block out a character's mechanic, then either there have to be a lot of potential ways to force that effects to be burned (such as how QSS invalidates CC but there are so many CC effects on a team that you can force it to be used on one effect instead of another), or the effect has to have some huge gate put on it (and a 2-3 second duration is not a significant hindrance). If neither of those are true, then you basically have to rebalance healers around the expectation that they just don't have the heal in their kit anymore.

Grievous Wounds has already been responsible in the past for creating huge balance problems where healers either had to be strong enough to make do with their reduced healing (leaving them annoyingly unkillable whenever Grievous Wounds wasn't an option), or they were balanced without Grievous Wounds. The middle ground between these points is virtually nonexistent.

If we do anything with Grievous Wounds, I'd advocate for removing it and nerfing healing to compensate. That would produce consistent results. Barring that, we should work much harder to ensure that grievous wounds is NOT avalivable for the duration of an entire teamfight. Slightly strengthening it and attaching it to the active effect of an item would improve its design significantly, and would create openings to reblance heals if necessary (something like, your next spell gives 60% grievous wounds for 3 seconds). Having it as accessible as it forces the stat to be weak, because having healers denied a core mechanic of their kits over something so binary and out of their control is terrible design.

darkdill1 votes

Good argument. I wasn't actually suggesting to anyone that this be done in League; it's purely meant to be an academic discussion.

A little Peepo2 votes

Because counter play isn't completely denying a tactic but rather to reduce the effectiveness of tactics. It would make life steal and healing completely useless and screw over champions like swain, Vladimir, soraka, sona and pretty much every champion with self heals like Mundo and irelia and every adc that builds life steal

CerealBoxOfDoom1 votes

how long does a 1v1 fight last in overwatch

darkdill1 votes

3-5 seconds on average at high tier? Biotic Grenade's effect lasts 5 seconds, but that's because of heroes like Lucio (who has a healing aura).

CerealBoxOfDoom2 votes

3 seconds is a long fight in league. A full anti-heal would have to be cut REALLY short

bad arcade kitty1 votes

lol has a lot of champions which rely on the healing or lifesteal

A Basic Island1 votes

sure, as long as they don't have it the heal is 0 sec cd 0 mana 0 life cost and heals for 100%

WoonStruck1 votes

Every heal CD in the game would likely be drastically reduced or the healing/conditions massively improved.

It also depends on if its affecting the caster or recipient.


I'd rather there be an item that cuts shielding on a target by X%.

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