User blog comment:Willbachbakal/(Item Concept) Revamping Life Steal/@comment-5588011-20150826183220/@comment-5588011-20150831211811

Huh, so you're saying that tanks such as Nasus and Mundo who lack the CC of normal tanks should obviously be inferior to normal ADCs when their whole identity is to deal damage yet cannot mitigate the sustained damage that ADCs will put out due to this?

So you're limiting the opportunity for ADCs to actually build more sustain where it should always be an option as it has clear disadvantages against other itemization paths, which means you're already narrowing an already small itemization gap.

And yes I realized that you made it rely on smaller stats, which makes it worse then it already does because it can't be mitigated. You've also ignored my comment how it's a nerf to all sustained damage dealers and not just tanks.

Sustain has been a core stat when you already have other items to build upon, with this change sustain would simply become a item race. Also I don't get the problem with lifesteal as it is, to me your goal seems to reduce the amount of stats related for simplicity in trying to adjust life steal, yet that to me simply seems like a lazy option. Furthermore your point about assassins/adcs/strikers gaining lifesteal which is deliberately meant to make you become more durable being strong is an opinion in itself.