Hi!
I'll try and form a more detailed post this time, sorry if my post above isn't clear. First things first, I realize that this stat is a tricky one.
I am making points on the following two bases:
A: why this stat isn't accompanied by a strong item, and
B: what would would happen if a higher end item was built out of this items' current itteration.
Lengthy-ish post inc:
I think the GWs on Ignite it's commonplace enough the regen on those champs has already been buffed to the accommodate for GW.
Ignite is a spell that's up once every few minutes, and thus is OK to have a grievous wounds debuff with it. This is healthy, since between 2 ignites your opponent has a large time window to go aggressive on you, without the need of exceptional sustain.
However, having this stat constantly up is not healthy for the game. An OK item with passive GW would be problematic since during trades or poke scenarios, at least one character will constantly be regenerating/self-restoring half the HP he should. In a way, one could say that the presence of the item in that lane lowers sustain by 50% for the opposing side. THIS would call for a raise in passive and active sustain in lane, which would then make a GW item a must buy.
How is this problem solved? There's more than one levers to adjust:
- Duration of GW
- Method of GW application
- Power of GW
- Slot efficiency of the item
- Upgrade availability
Currently, the balance of the item has it gated/in check by utilizing #1, #4 and #5. The GW debuff is high power - low duration, and the item is not slot efficient. This way, it's not that the problem is non existant, but a dual approach is taken at the same time: A. Don't incentivize buying this item -> This item doesn't create balance issues and B. If the item is bought, both parties suffer from a significant stat loss.
If the method of application however differed, the power was lower, the item was stronger and the duration was slightly higher, the person buying the item wouldn't feel like a slot is being "placeholded". An idea about how an item with this stat could be balanced could be an item with strong stats and a toggle mode, where you should make a stat trade for the GW active (ex. trade 20% of your AS for the GW active). I think that 20% healing reduction is strong enough, doesn't feel bad to have and doesn't make the opponent feel overwhelmed.
In terms of Marksman v Marksman I'm not sure you'd get the result you want here either. If you are simply adding a more DPS for less regen you're still ultimately net neutral (if balanced appropriately of course), the way I think about that scenario is the following overly simplified formula.
Dmg (Player A) - Healing (Player B) vs Dmg (Player B) - Healing (PLayer A)
I hadn't thought about this this way.
The way I thought of it was that currently, you get to outplay your opponent or at least sustain back up after a trade by playing smart. Both parties require some smart play in order for a kill to happen. However, if this stat was (either) better (or) on a better item, the first party would hold a way stronger position once a trade was won, since he could constantly reduce the enemies sustain enough for the enemy to not have as much opportunity to sustain back up.
Overall, I think Executioners Calling should receive a minor rework, (I would take the direction I proposed, a designer could favor another one) with a strong upgrade later on. I believe it's good this way since the power of the GW stat could be in check for both mid game and late game, and a player could make actually make an itemization or counteritemization choice with some sort of trade off.
Edit: I wish you keep visiting this thread, it's nice when we players get to interact with you! believe that both parties benefit out of it plus it feels nice ^_^