User blog comment:PurpleWii/What if more items were like Sterak's Gage?/@comment-26378838-20160418131253/@comment-1330314-20160418175214

1) We are talking about two different, yet simultaneous stat changes, and mana regen values at that time were standardized for the sake of the switch to scaling regen. I also don't think there's any need for health to scale less harshly for a system like this to work, since even if health ends up being weaker early it will still be an attractive pick for many.

2) I picked an example at random, so Warmog's could very well provide 40% base health, but even then I think there are ways to keep the values you listed without ditching the Giant's Belt (you could ditch a Crystalline Bracer instead, for example). In any case, if a change like this leads to larger adjustments to itemization, that's fine as long as the results end up being an improvement. I also don't think health will ever be perceived as an "inferior" stat, since it is by far the most versatile, and if it were ever to feel inferior to armor or MR in some cases, that's a good thing, because those defenses are more specialized and should feel better than health against the specific damage types they counter.

3) If exceptions are to be considered, that's fine, and I'm completely in favor of more extreme base stats on champions. Mundo with 809 starting health is also perfectly okay in my books if that's what he needs to end up with the same amount of starting health. Even without Doran's items, which should probably be better off offering flat stats, I don't think champions need to be forced to have the exact same level 1 stats with these items, or even values remotely as high as the current ones. You're also thinking about adjusting champions purely on the basis of what returns they'll get on items, when the correct reasoning should be to adjust their bases around the health values they'd reach with those items. Going back to your example of Mundo getting a Ruby Crystal at level 1, what you're really looking for isn't for Mundo to get +150 health right from the start, it's for him to reach the starting health he has with a Ruby Crystal, so 583 + 150 = 733. Assuming that same item ends up providing 10% base health, you'd only need to add 83 base health, for a total of 666 health at level 1.