User blog:KeithCornell/My changes to Regenerations and other stats

Intro
Right now, I'm actually pretty bothered by a few stats that are bound to be irrelevant in League's gameplay. Health regeneration becomes practically irrelevant late-game, as does mana regen if you didn't build. There's also the problem of Spell Vamp, which can't be buffed without risking to break or. There are a few other beefs I have, but none are actually as problematic as these ones.

Regenerations

 * Health regeneration very quickly becomes a non-factor. In the lane, it's already not very noticeable, but when the laning phase is over, it could be non-existent and noone would see the change, except of course and, because of their passives. As for mana regeneration, it is but one way to alleviate mana issues, and does so in a very middling way if not for the Chalice or a flat mana item.
 * My proposed changes: The fixes are actually very easy. What I would do is make regenerations percentage of their respective statistic per five seconds, effectively multiplying them by some number.
 * Of course, it shouldn't be so broken, so it comes with its share of flaws: Health regen is cut in ten for five seconds when you take damage, and mana regen is cut in half for five seconds upon spending mana.

Spell Vamp

 * Right now, the stat is a mess: it is unexploitable for a good 95% of champions, and the ones that do benefit noticeably from it benefit so much from it that you can't buff it ever. The reason? It's easy, and it's the favoritism granted to single-target abilities.
 * My proposed changes: Once again, the changes are actually pretty easy to imagine, even though coding them might be another thing entirely. Here it is: Spell Vamp from AoE abilities is no longer cut in three, but instead is diminished the more targets you hit. The first hit heals you for 100% of the damage dealt, the second for 50%, the third for 25%, and so on. In the case multiple enemies are hit at the same time, the hits are ranked by damage, meaning the strongest hit heals you for 100%, the second for 50%, the third for 25%, and so on again.

Life Steal

 * Life Steal is of course much less problematic, but it can become very oppressive in the case of stacking. Also, it scales very well with AD and very much not so well with attack speed.
 * My proposed changes: I'd make Life Steal not scale with damage anymore. It sounds stupid, but it makes sustain more balanced between tanks and marksmen. The idea is: Life Steal restores a percentage of your missing health on-hit. Yes, missing health. It would of course include a change to to make it restore % max health instead so that the shield doesn't become impossible to get.

Critical Strike

 * Critical hits at the moment are both the last instance of RNG in the game and just a flat double-damage. One of those facts I need to remove, and ironically it is not the RNG, because Riot is doing a good enough job at limiting the randomness.
 * Once again, the changes involves scaling a bit less with AD. The basic idea of a critical is hitting the enemy's weak point for massive damage. So I'd represent the idea properly with something like 50% armor penetration for crits. Of course it would also include a change to to make it ignore even more armor (15%? 25%?) instead of bonus damage. It also (of course) removes the mere idea of crit damage increase.

Outro
I guess that's it? Tell me whether you agree with me or not, how you would do things for each issue I've mentioned (if they are issues at all in your opinion). Anyways, I'll be waiting for your feedback. (inb4 adc nerfnerfnerf horrible blergh)