Talk:Renekton/@comment-4915885-20121008202526/@comment-4929329-20121011002631

Since there are 6 minions in the average minion wave, we could decide how much we want it to heal based on the wave. However, we must compare it to the original Q, and the base value for minions will probably have to go up. This is a cool idea because it lets Renekton heal a bit without pushing an entire minion wave. On the other hand, it puts a "soft cap" onto the heal

New vs 1 minion: 5% + 5% (A vamp scepter) = 10% Heal

Old vs 1 minion: 5% Heal

New vs 3 minions: (10% + 5% + 2.5%) = 17.5% Heal

Old vs 3 minions: (5% x 3) 15% Heal

New vs 6 minions: (10% + 5% + 2.5% + 1.25% + 0.625% + 0.3125%) = 19.6875% Heal

Old vs 6 minions: (5% x 6) 30% Heal...

Okay, so at first it's pretty cool, but then it curbs off quite sharply. It still looks like a Jungle Renekton buff.

Now let's look at them when empowered!

New vs 1 minion: 15% Heal

Old vs 1 minion: 10% Heal

New vs 3 minions: (15% + 7.5% + 3.75%) = 26.35% Heal

Old vs 3 minions: (10% x 3) = 30% Heal

New vs 6 minions: (26.35% + 1.875% + 0.9375% + 0.46875%) = 29.63125% Heal

Old vs 6 minions: (10% x 6) = 60% Heal

Here, it looks like a jungle Renekton nerf, and more of a laning nerf as well. I'd say that it should be: Heals ~35% [up to debate] less per additional minion when empowered. It just looks weak vs minions.