Feedback + Suggestion : Health Regen Quints

Fifth Scheme·11/27/2013, 3:05:32 AM·1 votes·503 views

Currently health regen quints are somewhat lackluster because they are undertuned ; and rightly so. Health regen is a scary statistic that reinforces passive play and is scary and unfair in high quantities too early in the game.

My suggestion is as follows;

Make Health Regen Quints only activate upon receiving or dealing damage ala Fiora's passive. This would allow for higher Health Regen values and reward people who make smart lane trades. This also puts the player at a calculated risk; do I go in to trade to get my health regen going and risk getting ganked or outplayed?

Summary : I would like Health Regen Quints to be more interactive. Make it so they activate only upon receiving and/or giving damage with a champion - then buff their values to reward the risk involved.

3 Comments

Epitome of Noob11/27/2013, 3:11:25 AM3 votes

Still keep the normal health regens available, but I like this idea for another option.

Cupcake Bot11/28/2013, 4:51:51 AM1 votes

I use health regen like lifesteal, they shouldn't increase it though, I know what you mean about passive play, but I don't feel like it's lackluster, as it adds a bit of sustain to my highly aggresive playstile, I usually go for items that add sustain with damage, and not items that just add flat health and mana. Or more simply,

Instead of a manamune, I get the athena's grail, instead of lifesteal, I tend to lean towards warmogs and frozen mallet at some point. In fact I only get pure items on champs that actually benefit more from them, such as Ryze with archangels, or an ADC with lifesteal. But that's just me I guess.

Now to add, your suggestion is also fine and if implemented in some way I don't think I'd have much problem, other than missing the old way for a bit.

Goodluck.