Spellvamp got removed because AOE mages healing to full on a minion wave was seen as unhealthy

TheOneTrueBrand·1/14/2017, 7:51:01 PM·5 votes·985 views

But it's fine for every single ADC to do the exact same thing?

I mean if an ADC gets item 3072 or item 3812 and item 3085 they can heal 300+ per auto late

There's so many lifesteal items, plus a KEYSTONE dedicated to lifesteal, but spellvamp was extremely unhealthy?

Have you ever tried to fight a Graves with Warlords and item 3812? He will NOT die.

If you see Spellvamp as being toxic, which mages would have to blow mana and CD's to heal up, why is it fine for ADC's to heal EVEN MORE just with auto attacks?

The double-standards are real.

13 Comments

Twiggles1/14/2017, 7:55:36 PM4 votes

That isn't why spellvamp was removed though.

It was removed because it was literally only a viable build option on Vladimir. Nobody else could use it to a point where it was actually, well, useful.

ProfDrDeath1/14/2017, 8:17:15 PM3 votes

For the hundredth time, Spellvamp and Lifesteal are not alike as effects.

Lifesteal, as a stat, is sustain that comes from sustained damage, and thus has the same nature as the damage it is originating from. Making use of Lifesteal, in the general case, requires you to be close to the fight and keep close to the fight, always rendering you open for a counter attack. Another trait of Lifesteal is that its effectiveness is generally dependent on having a high damage output, restricting its use on resistance-heavy builds. Thus, it is mainly a defensive tool against sustained damage threats for sustained damage champions - someone with heavy Lifesteal is either full health or dead.

Spellvamp, by contrast, does not have the same restrictions - all abilities that would benefit from it have base damages, and the burst-based nature of abilities makes the healing also bursty. Also, scaling heavily with base damages allows its use with resistance-heavy builds - which has been abused before, just not on Summoner's Rift. Why do you think that the original Lord Van Damm's Pillager was removed from Twisted Treeline? A further point of scaling with base damages is that it enables viably purchasing of Spellvamp early, unlike Lifesteal.

Finally, Spellvamp - as in, sustain base on ability damage - is still in the game, in form of Death's Dance's healing for physical damage and Gunblade's healing for all damage. Riot merely removed it as an option for cases where it would be overly restrictive for champion balance.

TTK Dreadnought1/14/2017, 7:54:10 PM2 votes

i mentioned this before, but i think Warlord's Bloodlust should act as a Hextech Gunblade.

Abyssphere1/14/2017, 8:08:26 PM1 votes

Yes, I can make things sound hypocritical when I make up blatant lies too.

Ahristocats1/14/2017, 8:08:41 PM1 votes

spellvamp was removed because vlad was the only one building it

and because vlad was gamebreaking with it

Narsicus1/14/2017, 8:16:46 PM1 votes

Spel vamp was removed because it was so strong on a select group of champions (Vladimir, Akali, Morde, maybe a couple more) that it had to be nerfed into uselessness for most of the cast.

Mages 'healing to full' of aoe spell vamp (which was reduced to 20% for aoe btw) was never a problem, and having aoe was honestly seen as a weakness when using spell vamp due to that huge deficit in healing. The 'good' spell vamp champions were ones that had consistent, decent-damaging, single-target spells. Basically the closer you got to the spell version of auto attacks the better.

So since spell vamp was literally just being balanced around 5 or so champions (which in turn had to be balanced around spell vamp) they just removed the stat and tried to balance those champions around spell vamp's absence. Spell vamp was not 'toxic', it was more a polarizing stat that depending on your champion either HAD to be picked up for you to function effectively, or was a complete waste of gold because it was being balanced around champions that synergized with it far better than you did.

Compared to that, lifesteal is far more proliferated. A lot of champions pick it up and value it but still have decent non-lifesteal options, so removing or weakening lifesteal will require a massive overhaul of every physical champion and their defensive options.

If you don't like life steal, that's cool. But it is really not comparable to the situation that spell vamp was in.