Spell vamp sucks on any mage that doesn't abuse it, let's fix that.
Spell vamp has always been something that's been hard to make available to all the mages that want to utilize it due to some abusing it far better than others. And while typically having best and worst use cases is a standard trait in champion + item combinations, spell vamp by nature will always have extreme outliers and need to be balanced around those (aka undertuned for everyone else). This is due to the vast variations of spells and spell rotations in each individual champion.
Therefore in order for spellvamp to be a balanced stat for all mages it'd need to be something they can all equally access.
The point of this is to make reaching maximum efficiency with spell vamp a possibility with all mages while at the same time limiting the abuse cases of it. By limiting abuse cases, we can buff the hell out of it for everyone else.
and with that I present the #Spell Vamp Cap
By capping spell vamp we can actually buff it. Why? Because by removing the possibility to abuse it we can make it as powerful as we want it to be. So basically the plan is to
#Set a Limit to Raise the Base
This is the definition of equal access. Setting this limit opens up access to not just champions, but even the creation of more spell vamp items.
Just as it sounds this would be a flat number ie. 50 that represents the max amount you can spell vamp. However it would run on a "per 5" system where 20% of the cap is refreshed every second to 100% at 5 seconds. In this case it would be +10 spell vamp cap per second or +50 per 5.
Oh and another key thing is that the current "max" spell vamp amount will be shown as a dynamic number on the buff bar that changes every time it is procced or charged. It could even change color or have a sort of "filling" animation to show how much of it is available. So readability and complexity shouldn't be an issue at all.
Each spell vamp item would have both spell vamp and spell vamp cap as passives.
And remember how I said we could buff spell vamp by putting a limit on it? I don't mean +5% or +15%. No what I mean is:
Spell Vamp: this will always be set at 50% on every spell vamp item (or 25% with doubled effect vs champions). It will be a unique, non-stackable passive.
Spell Vamp Cap: the upper limit of how much you can spell vamp in a single second. This amount recharges 20% of the cap every second, reaching max at 5 seconds (probably more like 10% per 0.5 seconds).
This stat is unique but not named and thus is stackable via different spell vamp items.(it could be stackable, tbd). This cap will be both a flat and"per level"AP scaling stat on each spell vamp item, increasing naturally with AP as the game progresses. An item could exist for this as well that allows the cap to be increased by 100% but also increases the time to max by 100% (so 200% cap per 10).
Here's how Hextech Revolver whatever the new spellvamp line would be called could look:
Old:
+40 AP Unique Passive: +12% spell vamp
New:
+40 AP Unique Passive: Increases spell vamp cap by 30 (+0.4 AP). Unique Passive - Spell Vamp: Your spells heal you for 25% of the damage they deal. (Doubled vs champions, 33% effectiveness for AoE spells).
Also don't worry about how this affects
, he's about to be reworked anyway in the MYMU specifically because of how he single-handedly skews the spell vamp system.
None of the numbers posted in this are absolute either but rather are just there to fill in the blanks.
Thoughts?
+40 AP
Unique Passive: +12% spell vamp
>
becomes the optimal "heal tons and never die" build. But I guess that's why I say "with proper balancing".
.
with a