What is Riot's prediction on raising Life steal on melee champions?
A long time ago..... in a game that seems so far far away.....
had 18% life steal
didn't exist
ramped up to 15% from 10%
didn't exist
was only 15% Life steal or less.
Conqueror didn't exist.
Legend: Bloodlines didn't exist.
They reduced/slashed
because it was too effective.
was reduced to 12%
So..... now..... Riot wants to give us access to.....
105% potential damage healing before
?
Yet at the same time as adding all these options, and adding new ways to do damage, strengthening melees with items like
.... which all favor melees far more than ranged for the contrived reason "melee's need bigger bonuses to compensate for range." (even though most melee's have massive gap closers, damage base and ratios which dwarf other classes for investment, and combo proc runes better than any other classes)
At the same time;
is nerfed across the board for all mages, and is weaker than most mages own slows
loses most of her sustain, and gets nerfed into a 46% win rate champion with no win delta.
heal gets dramatically nerfed.
heal gets removed.
lost his HP regen passive.
No longer survives long enough to use RW.
's heals are now healing 15-20% less because of the curve of gold income for supports.
What this has resulted in:
A system of gaming where everyone (at all elos) have to make a choice: -Play a long game, ignore champions, and focus on objectives while not being bullied in lane too much. -Risk encounters, and either polarize the game toward those who have sustain and get kills, or lose those encounters and feed the other team, even if it wasn't the intent.
When a skirmish champion gains 20% HP every time they attack, and the people they are attacking can only put out about that much damage in the same time, it's obvious what the choice SHOULD be: Play a long game and avoid them. However, Most of these champions have superior chase kits, and can get the engage ANYWAY, or just muscle down objectives while you avoid them.
They all are holding good win rates, and generally in play, when the skirmishes DO happen, they generally win.
Yet...... we're adding more life steal in. Not only that, we're trying to pair it with Armor/Resist now too? giving the items a direct double whammy that massively favors melees/AD in preference over underperforming mages?
What's the goal here?
-An attempt to revive
which has generally been abandoned in favor of
outside of assassin circles?
-An attempt to revive
while ignoring all the AD champions who can use the same items?
-An attempt to encourage players to play safer and not directly engage people with life steal, simulating a more balanced game (wouldn't work, since most AD have ways to advance and engage, and people they kill consistently can't do their own jobs outside the range of those gap closers)
-A focus on top lane; where they give one champion overloaded regeneration (Garen) to balance other champions fighting against them?
Here's what's really going to happen:
-Champions who rely on continual poke are going to die out; their opponents are going to outheal the poke, making this an exercise in futility where the skirmishing opponents just completely heal off minions, wasting all mana used on poke.
-Grievous wounds becomes more trivial as the size of the heals it reduces become larger (we already have adcs who when fed can still outheal Grievous wounds, as well as Vladimir)
-Champions with spike damage affected by Life steal are going to become oppressive again (In Season 4, on the stats I mentioned above, I was a consistent 30/0
player who could 1v5 a team, and a core of that potential was Life steal;
with more life steal is literally going to be unkillable)