The State of Spellvamp
Hey all, Fiora All Night here again to try and discuss more basic mechanics.
Today's edition: Spellvamp and You - Sustaining as a Mage

Just getting that out of the way first. Spellvamp is known for not being great and having generally bad itemization, and these are the primary reasons why.
We've heard all of this before. If Spellvamp is good then Vlad becomes insane, Akali and Morgana become drain tanks, and Morde actually becomes playable which is pretty bad. Viegar and also regen like his full HP bar with his ult. Riot also doesn't want mages splashing AoE around to heal too much and it only really works on strong, single-target burst...which is why so many people here despise Akali (even though she only gets 12% with her passive after Gunblade's AD is added, the 20% on Gunblade itself bumps it up to 32% which starts to heal her like AD Carries with Lifesteal).
So why don't we just remove it?
Well, because mages want to stay in lane to farm like the AD champs do. Mages need to use their spells to both farm/wave-clear and to poke/harass their lane opponent. Mana is already a big concern, especially in Season 5. But while AD champs can generally get
to keep their health up and heal off harass, Mages don't really have any options if their kit doesn't include a heal. Keeping health and mana up is important to stay in lane; nobody wants to back early and give their opponent a lead just because their opponent has targeted harass or they failed to dodge just one skillshot and are afraid of giving up a crucial kill because they are laning against an assassin.
So what do?
I actually think this is a really easy solution here. The problem is that Spellvamp heals on a percent of damage done and mages tend to deal tons of damage in burst - Riot has already made clear that they do not like sudden swings of health restored outside very specific situations. Well luckily for us there are already other ways of regaining health that don't have this problem.
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Health Regen Over Time - Just make the health return over time. It's not sudden so they still have to hang back while they heal.
is a great example, all we'd have to do is make an AP mage-oriented version. Make it work by taking harass but offer AP instead of resists, or making it work after landing skills and maybe cancel early if you get hit. -
Flat Health Gain - Instead of doing a percent of damage you could just gain a set amount of health. Think
's new passive which actually did replace Spellvamp with this mechanism. Akali's passive could be made to work the same way by scaling the flat amount gained on spell-hit by AD. There could also be an item like Doran's Ring which offered AP and returned flat health after killing a unit/hitting a champion/etc. and scaled a little with AP. You could even make it return a larger amount of health over time.
I think it wouldn't take too much work to turn Spellvamp into something useful that also allows for values to be adjusted easier in case of balance problems. You could even give the items internal cooldowns similar to Sheen proc to gate highly spammable abilities. Boom. Mages can now buy into a bit of health sustain to keep up with the AD champs they are increasingly forced to lane with. Let me know what you guys think - criticism welcome!
End-game life-steal generally serves the function of allowing sustained-damage champions enough sustain to sustain through a fight while they do sustained damage.
Zhonya's allows burst-casters a burst of survival between their burst castings so they can burst and get a burst of defense between their bursts.
with
is pretty much night and day. One allows you to 1v5, the other insures you'll pretty much evaporate after 0.375 seconds regardless.
and
being the closest things to
and spell-vamp, which has caused otherwise cool spell-hit effect items like
to run into the "Vlad will abuse it so nobody can have it" issue spell vamp is currently kind of stuck in. Except with Blackfire the worst offender was 