Talk:VPBE/@comment-3974211-20160409041416/@comment-1330314-20160409193006

Xypherous has clearly phrased spellvamp as a logistical problem, it's not that it's impossible to make spell vamp work, it's that balancing spell damage-to-healing based on the current model is a nightmare when you consider the literally dozens of different spell sets and casting/resource paradigms it could apply to. On top of that, one of the core assumptions made by spell vamp is that it's an engine that turns mana into health through spells, but that assumption gets broken by any manaless AP champion, who then abuses spell vamp through itemizaion. In the case of, it's also the reason why his laning phase is so shit, because spell vamp is so broken on him that he needs to be as non-functional as he can be early on until he gets a Revolver and negates his health costs. There's pretty much no way spell vamp can be fixed within the very short time frame the devs assigned themselves for the MYMU.

With that said, I do hope they add it back later in another form, since there's clearly a very strong fantasy of wanting to heal through spell casts, and removing spell vamp is going to leave the mechanic in this awkward spot where it kind of exists, but only in very few instances where its particularities around AoE are very poorly communicated. I do think my idea for spell vamp could work, mainly because it puts a lot of hard gates around that reduce spell casting to basically two types (i.e. burst and DPS, without really caring whether or not the caster uses mana or has a lot of AoE), and therefore could make balancing it logistically more simple, but I'm also speaking on a purely hypothetical basis right now, as I have not tested this model and thus have no empirical evidence supporting it.