Can we get some thorough context on the regeneration changes for S5?

darkdill··1 votes·885 views

Changing all regen items to increase by a percentage based on your base regeneration seems... awkward. Wouldn't that require large burden-of-knowledge for players to know whether or not a regen purchase is worth it or not? And wouldn't this just screw over some Champions who really found flat regen bonuses useful (i.e. Riven, Rengar)?

What prompted this change when it's clear several newer Champions will get the short end of the stick?

7 Comments

Linna Excel2 votes

I think it has to do with flat regen falling off late game as well as them trying to prevent any kind of a spike. But yeah, I guess some champs will benefit more than others.

darkdill1 votes

Since when has a regeneration spike ever been as nasty as a resist or damage spike?

redniwediS1 votes

To be fair resistances have been rebalanced as well.

Darkwind1 votes

I think it has to do with flat regen falling off late game as well as them trying to prevent any kind of a spike. But yeah, I guess some champs will benefit more than others.

a LOT more than others. i mean, just look at riven's regen compared to like, sion. im not the biggest fan of this change, but i have't really had much chance to mess around with all these changes yet, so hard to say what the overall impact will be

darkdill1 votes

It's definitely going to suck for Riven when Ravenous Hydra and Tiamat don't compensate for her having nil health regen.

Riot, better buff Riven's health regeneration per level to compensate. Unless of course you like these sorts of silly comics:

http://danbooru.donmai.us/data/c45d0b6d43132a64c53cd1bebb60af2b.jpg

Source (contains translation): http://danbooru.donmai.us/posts/1435944

Arc Noir1 votes

If you want me to be honest with my opinion.. it sounds like they're just changing stuff for the sake of changing stuff.

If I could harbor a guess, I guess it's a way to make health regen scale better into the late game instead of having it a flat amount... Which makes not much sense to me. There are a lot of champions who have so terrible regen that it's kind of useless to buy any regen items.

So it's improving regen for people who are good at regen while making everyone else without regen to suck.

67chrome1 votes

What prompted this change when it's clear several newer Champions will get the short end of the stick?

Base stats are incredibly uniform in most cases. Max HP, AD per level, Movement Speed, armor, magic resistance: - none of those very by much from champion to champion. For most mental math purposes, you can generally assume a champion has:

500+85=2000 HP 6.8+0.66=18 HP/5 275+45=1000 MP 7.25+0.55=16.7 MP/5 55+3.2=110 AD 0.66+2.5=1.0 AS 18+3.5=75 Armor 30+0=30 MR (ranged) 30+1.25 = 52.5 MR (melee)

For most intents and purposes, doing stuff like Sheen/Trinity/Gauntlet off of "base AD" means "Scales with your level". Same deal with this.

Obviously there will be a few outlier cases like Riven when it comes to base stats. For those instances - it's important to note Riven also isn't putting a Deathcap, Hurricane, or Archangel's staff to use. Not every item is meant to be useful on every champion, and Riven isn't the kind of fighter that actually wants to rely on HP/5 over Life Steal for her health sustain.


Also - HP/5 and MP/5 are super crazy awesome in the lanning phase. Tiny amounts can make a big difference, as poking an enemy out can be a 3 minute endeavor.

HP/5 and MP/5 are not amazing stats end-game though. Being useful over a ~3 minute span of time is not useful when big fights happen within ~10 second windows late game.

Allowing HP/5 to scale with levels will allow a gradual transition to where it needs to be late-game, without sacrificing it's late game potency (what it currently does) or without making it brutally OP during lane so it's useful late.

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