Quality of Lifesteal Changes To Boost Marksmen Effectiveness Against Tanks

Omnem Occido··1 votes·676 views

So, one of the biggest problems that marksmen have with tanks today is that tanks like Poppy have access to really strong base damage that they don't even need to build damage stats to deal large amounts of damage. Typically, to counteract incoming damage, marksmen have the ability to heal the damage back by way of lifesteal. However, the defenses that can be easily built without sacrificing the damage needed allows tanks to deny marksmen the ability to heal back damage taken. In essence, tanks have broken the mold and are now in a place where there is nobody to challenge them.

This, however, is not the fault of the tanks. Tanks right now are filling the role they always should have: they deal mostly base damage and are able to soak in a lot of damage while providing strong crowd control; they are very good at denying the roles they should be: mages and assassins. The problem is, marksmen and fighters, their natural counters, aren't able to do what they are supposed to.

Therefore, I think that a necessary change is that lifesteal needs to be buffed. Instead of simply buffing the percentage of the lifesteal, which makes them good against all roles, a better option is to make lifesteal work at a set rate regardless of the unit's defenses. In this way, healing won't be reduced against high defense enemies, while not making it overpowered against those who don't. This is the way I see it happening: the lifesteal is calculated based on a percentage of the damage that would be dealt without damage mitigation being taken into consideration. 75% is my suggested base percentage of the damage, as most base armor values reduce physical damage by about 25%, so there'd be no gain of lifesteal against enemy carries.

Example: Single basic attack would deal about 300 damage without factoring in defenses, and the unit has 20% lifesteal, and lifesteal is based on 75% of the damage that would be dealt. So, 75% of 300 is 225. Then, factoring in the lifesteal percentage, the value of the heal is 45, on a basic attack that would deal 300 damage.

7 Comments

Ralanr2 votes

Does this combat the major problem of an adc basically drain tanking the burst from their natural predators?

Omnem Occido1 votes

The counter to marksmen is burst damage, and to build damage first on assassins and burst mages achieves that purpose. This wouldn't increase effectiveness against high damage champions like Lux because Lux doesn't typically build armor. So, the amount of healing from basic attacks against Lux wouldn't really change.

The problem is that by building defense, champions deny AD carries their only form of defense. When that champion has a lot of base damage and doesn't need to build damage to deal damage, like tanks today do, marksmen have no option. Now, you can say, "Oh, then just nerf the base damage." Tanks need that damage to be effective against glass-cannon mages and assassins.

Ralanr1 votes

The problem with burst damage is that assassins had their burst windows increased and people commented that marksmen could kill or out sustain their burst damage in those windows.

Omnem Occido1 votes

But this wouldn't buff lifesteal versus assassins, unless they are building a lot of armor.

Big Lincoln2 votes

marksman aren't having trouble vs tanks and really poppy is the only OP tank right now

bruisers are what's keeping them dead, vi and friends

Omnem Occido1 votes

Same concept though. They can't defend themselves because they can't deal damage to get heals. If Vi build full AD, then of course they are going to die to an assassin, but then a tank or burst mage can shut the Vi down. It's a balance of roles and positions.

ReZisT Lust1 votes

item 3153 item 3036 item 3031 item 3085 item 3094 can help shred tanks

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