Talk:Elise/@comment-5077844-20150704194224/@comment-15667791-20150706050303

Do you know how many attacks it takes to match a 140% attack speed boost's healing ratio on-hit buff? Probably at least 6 seconds' worth at very least, some of which time you need to spend waiting for Spider Form to get back off cooldown, and aren't healing anyway. With Elise already needing insane CDR, which drops the SF wait time even further, it's feasible to say that the non-Skittering-Frenzy healing buff is worthless.

The heal during the duration was nerfed extremely (from [12(+12% AP) ~ 20(+24% AP)] to [4(+10% AP) ~ 10(+10% AP)]. While this only worked if your spiderlings lived, the sustain before could easily last you through SF's duration before you fell back and let them tank. Or you can let them die and your sustain with it. Either way, her sustain is a joke now, don't you get on the buff bandwagon when I know you didn't play her to witness the fall. even [5(+15% AP) ~ 20(+15% AP)] would have been a questionable buff, but the drop just made it stupid bad.

Oh, and btw, her spiderling base attack speed is higher than her own. That means her spiderlings also got a boosted attack speed from the buff ahead of her own, further enhancing the healing from her spiderlings above her own basic attacks. Spiderlings also had an inherent attack speed boost on top of that. Anyone who thinks her sustain was the same simply didn't play her the same before. There's no other explanation to it. Her sustain has dropped, except during teamfights when that trickle didn't matter because she never could land it reliably unless the enemy team handed you a kill. Its purpose was to claw at enemies and get whittled down, and then scrape back in the fight with a quick camp clear. Now she's lucky if she can do it in 2.