@Riot: How to fix healing in League of Legends.

LVNsNASmurf·5/23/2014, 1:44:57 AM·2 votes·684 views

Healing is a problem.

There are a couple of components as to why healing is a problem. The all revolve around the core aspect that healing is not correctly matched to damage resistance.

1: Grievous wounds is a travesty. Either, heals are balanced for being halved, and are OP if not, or heals are balanced for being not halved, and UP if are. There is no method to balance healing while this mechanics exists.

Ignite a Mundo for the first case and ignite an Aatrox for the second.

2: Sustained in combat healing is a problem because of how much damage it can negate. Either, you have the DPS to win the fight with enough spare to cut through the healing or you don't. There is no interactive mechanics here.

Either you can duel a WW or you can't. There is literally no skill involved.

3: Healing high resistance targets is much, much more economical than healing low resistance targets. A 100HP heal takes 150 damage to negate on a 50 armour target, but takes 300 damage to negate on a 200 armour target. We cannot balance heals until there is a consistent "damage to negate" across all healing targets.

It's much harder to take the HP from Wish off a Malphite than off a Ziggs.


My suggestions for fixing healing in League are as follows.

1: Remove grievous wounds. Heals will be balanced with no negation mechanics present so we do not fall into the binary status of problem 1.

2: All healing will be effective HP heals. To explain: A 500 effective HP heal will be reduced by the average of the target's resistances in the same way a 250 physical, 250 magic damage attack would be.

We have now balanced healing and damage. A spell which does 500 damage will negate a 500 effective HP heal, regardless of target.

This means we can tune our heal numbers to what they really need to be in relation to damage, rather than having their balance determined by the item build of the target.


With these changes we can start to work on each heals balance. We have linked healing and damage, so we can accurately calculate the intended level of damage negation we desire for each heal. We have removed healing reduction, so that this calculated balance is not arbitrarily unbalanced.

We introduce healthier mechanics rather than seeing a tank buy one lifesteal item, or sit with a healer and become near impossible to kill because of the additional efficiency of healing

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