Please give Redemption heal amount after level and Heal Power calculations in the item description
Thank you
Thank you
The healing amount it is good for is based on the targets level...
Unique: Target an area within 5500 range. After 2.5 second, call down a beam of light to heal allies for 30 - 370 (based on target's level), deals 10% of maximum health true damage to enemy champions and 250 true damage to minions (120 second cooldown). Can be used while dead.
So if you have a fed mid laner 2 levels up over youre ADC, and youre 2 levels behind the ADC and youre all in the AoE, then you all get different healing amounts base, then that base healing is increased by the increased healing/shielding stat. So to add that into the tool tip for the item description it would have to have it for every level
level 1: x healing level 2: x healing level 3: x healing . . . level 18: x healing
and that would be a huge description... so you wont be getting this any time soon since the "description" would take up half the screen.
Maybe at the very least put how much it would heal you for? You can get a better idea of how much it will heal your allies from that.
It'd be nice if there's a way to see how much your heal/shield abilities heal/shield for, after accounting for heal/shield power.
Now this is something I agree with.
Iv been formulating my thoughts, but we need the ability tool tips updated with ( +[healing/shielding amount] ) just like its shows "200 (+83)" for AP or AD scaling.
We would see something like "shields for 200 (+83) (+56)." That would be 200 base, 83 from AP scaling, and 56 from 20% shielding stat (56 is 20% of 283). Healing shielding stat isnt going away anytime soon probably, and so we need to start seeing it incorporated into the game more.
Although is healing/shielding stat did go away some preseason down the line I wouldnt be crushed so long as it meant we were getting a greater set of good, interesting, and useful items. Honestly the healing/shielding stat isnt very interesting, its just a crutch to allow "many supports" to get bigger numbers on supporting abilities without having to build AP and avoid making AP items that mid laners and junglers will build.