Sustain: Why It Needs a Rework.

MasterofSFL·2/27/2014, 11:46:13 AM·3 votes·742 views

As a long time League player, one of the most reoccurring(and highly frustrating) problems I have encountered is Sustain. But it's not just any sustain, it's item sustain.

Since the beginning of my time playing, players have always had access to sustain through items, for a while (S1) it wasn't a top stat to have early game and typically was something a Carry or Hard bruiser got later on in order to keep them alive throughout the fights. This was fine (although the stat balance was not). But Then S2 hit. Since S2, sustain has become a huge early game stat that is heavily relied upon, to the point that things like Dorans Blade/Shield are extremely common place, alongside other sustain items like Cutlass or Spirit Visage.

Typically the passive sustain stats are just enough that if your opponent isn't aggressive enough, you will eventually regen your health, there isn't much we can do to this stat without completely ruining it's one intended purpose: Keep you alive early.

On the other hand, on-hit sustain, particularly Lifesteal, is now a dominate stat on any AA champion in the game. Given how cheap AD is now alongside how lifesteal scales with it, it's almost insane not to get it. The ability to constantly AA your waves, CS and heal at the same time is just too good an ability to not utilize. What this leads to is the inability to keep damage on your opponents. Early game, especially bottom, any non-burst damage is easily shrugged off after a few autoattacks, so much so that even harassing an enemy with AAs isn't even worth the effort; they just heal it back again in a second or two.

Now, I will not contest that sustain is something we need to have in our lanes, it's an option players need in order to counter harass/poke in lane and then have it transition to later-game survivability. I get that and I accept this. What I don't accept is how much of it we currently have. In the past we looked at champions like Warwick, Soraka, Sona and Irelia for ability to top off and out sustain anything...But for the most part we have kept item (Lifesteal)sustain the same, just lowered it's overall stats. That is only a band-aid fix.

Why?

Because of how Lifesteal works. Since AAs are free and reliant on hitting something, anything, so long as a champion can safely farm they can regenerate any missing health. Some champion Archtypes, like Marksmen, can do this easily from a distance. Others, like Bruisers, can fortify their health gains with Armor and Magic Resist. What this does is in essence make putting any harass on a champion with Lifesteal a pointless endeavor. Unless you can outright kill the champion from 100-0, that champion will health a good portion of their health, by just naturally farming.

What I suggest is giving Lifesteal a reduced benefit similar to Spellvamp, except instead of applying it to AoEs, we apply it to Minions (Not Monsters). This reduced benefit could range from 50-75%, just enough of a reduction to let damage stick if you make good (Constant) harassment plays, but not enough to make the state itself so weak it can't regenerate health at a decent pace.

Lifesteal, as a stat, is supposed to allow squishy, easily demolished characters the ability to augment their health pool Mid-Late game by linking their health bar to their ability to deal damage. I don't feel that Lifesteal was meant to allow players to top off their health constantly, even when subjected to good harassment plays.

10 Comments

Earl Eulrich2/27/2014, 12:16:23 PM4 votes

i would kinda agree, but i´d like to see the lesser effect on range attacks instead of applying to minions - melees have most of the times to take some risks hitting minions to use there lifeleech, while ranged-aas just stand back and heal up. Also melees can often be easily kitet in fights while you eihter jump on adcs to 100-0them or they shoot forever, using their lifeleech constantly.

The main problem with sustain right now however is mana. There´s almost no way to play a mana-heavy champion outside of midlane right now, especially top they just get outsustained and shoved in by all the manaless champions. And it forces about any manchamp to rush a chalice anyway to make up for him being a mana-user - while the chalice sure is a strong pickup, it just does signal that mana is not in a good spot at all right now, limiting champs without giving them any power back for it.

Freekosuave2/27/2014, 1:44:05 PM2 votes

I think there should be a different look here at what the problem is. It doesn't seem to be the lifesteal more so that the underlying drawback of a champion having a mana pool to activate abilities. Why shouldn't Garen for example have a bar like Renekton or Tryndamere does? I personally just got slaughtered last night in top lane by a Garen (completely my fault for thinking I could beat a Garen with a mana champion.. lesson learned).

I realized that Garen just does stuff without having to worry about anything except when the cooldown expires. On the other hand I had to pick and choose when I cast a spell since I had to worry about both the cooldown timer and do I even have enough mana to cast the spell when the cooldown expires. Nevermind that Garen just self heals himself when you are not constantly harassing him on top of all that. I think it is literally a Mission Impossible to win a top lane as a mana champion against a Garen. At minimum there should be either some way to enlarge the cooldown of Garen's abilities at the start of the game or make mana costs of early spells significantly reduced for casters as this is clearly a problem that limits how a game is played on many levels.

Sneak Dog3/7/2014, 12:35:11 PM1 votes

A possible solution is to make vampiric scepter/runes not scale with ad anymore but be like dorans blade: a flat amount. This makes it easier to balance and scale only with attackspeed. You also could change all lifesteal and don't get the silly adc/tank interactions where the tank needs a minimum amount of damage to even negate the adc lifesteal before he can hurt the adc, allowing for a nerf of base damage on tanks.