Quality of Lifesteal Changes To Boost Marksmen Effectiveness Against Tanks
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.
can help shred tanks