HP regen itemization needs improvement.

Bârd··3 votes·597 views

HP Regen really should be a valid tool for champions who are weak in the early game to survive lane.

If they want to just hang back and survive, it can help them do so without giving them some absurd capabilities in combat.

At the moment... it just kind of sucks all around.

In League, HP regen is measured in HP5. I don't like this, since it just artificially inflates your perception of how much regen you're getting. As such, I'll be using health/second.

The way HP regen works is that your champion has a base amount of regen based on their level, and any HP regen items add more regen proportional to your base regen.

The highest HP regen value at level 1 is on Sion, (though it used to be Heimerdinger, rip that build) with 2.036 h/s. The lowest at level 1 is Soraka, with 0.5 h/s In the past, you could augment these with regen runes/masteries if you wished, but there isn't currently a proper regen rune in any tree (except Revitalize, and even then only 10% and when you're below 40% hp).

7 champions are below 1 h/s at level 1. 80 are between 1 and 1.5 h/s at level 1. 51 are between 1.5 and 2 at level 1. 1 champion is above 2 at level 1 (our boy Sion).

Seeing as most are in the 1-1.5 range, lets use 1.3 as a ballpark average for how much regen the items are gonna give you(I'm not gonna punch in 139 values).

The items that give % base HP regen are as follows. item 3194 item 3060 item 3801 item 2303 item 2302 item 3401 item 3096 item 3056 item 2053 item 3074 item 3107 item 1006 item 3800 item 3382 item 3065 item 3069 item 3097 item 3077 item 3748 item 3083 item 3512 item 3028 item 3222 item 3211

Items that give regen calculated other ways are as follows. item 2051 4 h/s item 1054 3-5 h/s item 3083 0-5% max HP in h/s item 3065 multiplies the end value by 1.3

Now, how much are these actually giving you?

Going back to our ballpark average of 1.3 h/s, we can calculate that. I realize that these are level 1 values, so they'll be a little low, but HP regen is important when it comes to sustain in the lane phase, so it's in the right neighborhood.

item 3801 item 3096 item 3107 item 1006 item 3097 item 3077 will regen 0.65 h/s. item 3074 item 3401 item 3194 item 3065 item 3800 item 3748 will regen 1.3 h/s item 2053 item 3060 item 2302 item 3512 will regen 1.625 h/s item 3056 item 3382 will regen 1.95 h/s. item 3069 will regen 2.275 h/s. item 2303 item 3083 will regen 2.6 h/s.

Out of those, item 3096 item 3097 item 3107 item 3401 item 2302 item 3382 item 3096 item 2303 are generally only bought on supports. item 3801 item 1006 item 2053 item 3077 are just component items. item 3056 item 3060 item 3512 don't get bought often in general. item 3748 item 3074 normally only get bought in top lane. item 3194 item 3065 item 3800 are only bought on tanks. item 3382 is bought at a point at which hp regen is pretty pointless. item 3083 is only bought on tanks and its passive makes other regen itemization pointless.

If you're a top laner who doesn't really want any of these specific items, you don't have a regen item. If you're a jungler who isn't a tank, you don't have a regen item. If you're mid laner or ADC, you don't have a regen item. If you're a mage support, you don't have a regen item.

It just kind of feels like HP regen is thrown onto tank and support items as filler text to make the item seem like a bigger purchase, but it's not, really.

You aren't buying any of these items because you need health regen. Nobody cares about it, but looking around at other games, it can be a really nice stat to have lying around.

1 Comments

Teridax681 votes

I think the problem Riot has with health regen is that it's a stat that goes exactly against everything they've been working towards in their updates to laning: for a long time now, Riot has actively tried to discourage passive laning, and instead has tried to push for lanes that involve more fights, and that force champions to back sooner rather than later. In this respect, health regen doesn't fit these goals, because it's a purely passive stat that pushes the player to turtle, winning out of attrition rather than out of some decisive play.

I agree with you, though, that this has also pushed lanes to become more snowbally, since champions at a disadvantage very quickly find themselves with few to no recovery options. I also agree that the measurements for regen in the game are antiquated, as regen per second really is the stat that matters. Because of this, I think the ability to regenerate health in lane could be a good fallback option for laners who find themselves bullied too easily, though I also think health regen as a stat needs an update.

Because health regen is a form of power that is applied literally every second, and works mostly by providing gains over time, it's up there with persistent DoTs as some of the least visible power in the game. When it's balanced, or at least balanced around Riot's current goals, it feels weak, and when it's strong enough to be noticeable, it's usually way too strong. Additionally, at the end of the day it provides self-healing with no real gameplay, other than being able to hang back for extended periods of time, and on top of that it also tends to mess up clarity on DoTs and their ability to finish targets off.

Because of this, I think it might be helpful to rework the stat, at least on itemization: if Refillable Potion became the new base item for health regen, for example, and had an upgrade that provided additional charges in lane (such as by last-hitting a certain amount of times, trading with opponents, etc.), which then built into more dedicated health regen items, it would likely be able to provide regen in a manner that would be much more interactive, and that would allow players to catch up while still pushing them to put themselves at some risk. Right now one of the problems with health regen isn't just that its values in lane are weak, but that none of its upgrades really focus on regenerating health either, with the exception of Warmog's. Currently life steal is the only truly powerful item-based sustain in the game, and I think giving tankier champions the option to regenerate health at critical moments could allow for much more diverse gameplay even beyond laning.

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