Riot to alter how Severe Injuries works based upon classes in League of Legends|Dot Esports
Riot’s lead gameplay designer Mark “Scruffy” Yetter gave an update last night on the upcoming Severe Injuries rework intended for the preseason of League of Legends.
The basic recovery debuff will no longer be the same, according to the current instructions that Riot is taking.
Riot is taking a “2 state method” to the new Severe Injuries with “an optimization for each class.” There will be a small debuff of 40 percent reduced healing that’s used with ease by each class and it can be ramped up to 60 percent by doing class-specific jobs. The classes are split into four categories: marksmen, mage/assassins, tanks/enchanters, and fighters– but the last one is still a work in progress.
ADCs will easily proc the small 40-percent debuff through auto attacks, with 3 car attacks upgrading the debuff to 60 percent. Mages will proc it via damage with the debuff ramping up to 60 percent once the enemy’s health is low. Tanks will proc it through damage or Thornmail for the 40-percent debuff and ramp it as much as 60 percent by utilizing crowd control.
With healing becoming “more common over the last couple of years,” it’s natural that its only counter would need to be changed, Riot said a couple of weeks ago in its preseason developer upgrade. Instead of being a contextual choice, Severe Injuries became obligatory due to the quantity of healing in the game from runes, products, and champ packages.
These changes must offer more counterplay to the amount of healing in the video game. However they aren’t last and could be changed entering into the preseason, which usually starts each November.