Is Overgrowth supposed to be bad? 300 minions/monsters only = 112.5 HP + 2.5% MaxHP increase?
Can't you adjust the value for the HP gain a bit? Maybe make it 5 HP for every 5 minions/monsters absorbed instead of 3 HP for every 8 absorbed?
Because right now there's not really any reason to want this Rune because it doesn't help you scale at all, at least Revitalize will give you some decent 10% increased healing whenever you're low HP but Overgrowth won't give you much of any value even if you make it to lategame with near perfect minion absorption and also decided it was a good idea to invest 100% into HP Items.
4000 HP x 2.5% = 100 increased HP 300 Minions/monsters absorbed = 112.5 x 2.5% = 115 increased HP
So even if by some miracle you absorb 300 minions/monsters and get yourself 4000 HP all you'll get for that is a measly 215 increased HP... Does anyone else see an issue with this? Or is Riot going to just ignore this with a cheap cop-out excuse like: "Well it's decent on
!"
?
W,
's shield which passively gives him that effective extra health when he falls back, and uhhhh, yeah that's it.
replaced
. Gap shrunk to 150.
lost 175 hp
10% bonus health
400 HP
100 HP
250 HP
50 HP
75 HP
200 HP
+ 30
+20
+20 removal of ancient golem = 95 armor lost
MR=15
blind/mushrooms,
ult, etc.
existing.
has near as much hp as tank items like
with better hp than most tank items by a much larger amount while also being a top ap item and only
_(Which is a really shitty build on most mages)
_
,
or
with 2237 hp and the 12th highest hp. Building all 4 of those hp items will give him 3637 hp at 18. You are almost correct here about hte 3.7K,
BUT this build will leave him:
is mandatory on ryze, giving him 450 ap max with runes)
at 29th spot with 2149 hp giving her 3549 hp at 18. This might work for her, but again she will be low on mana fast and nobody really play her mid anymore.
at 1847 hp at lvl 18, leaving her with 3247 hp with those items. And she will have the same problems as everyone else.
and
have more base hp than #2 mage