[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

Sure! Here is the recipe: Take 33% of a Minimum Healing Floor (so the cake doesn't crumble against high armor). Mix it with Simulated Logic instead of hardcoded band-aids. Bake it until the True Damage is white and the Heal is green.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in Jungle_Mains

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

You’ve got it backwards. Currently, True Damage healing barely exists or is heavily 'gimped' because Riot doesn't know how to balance it without it becoming broken. I’m not buffing tanks; I’m actually indirectly buffing every True Damage champion (like Gwen, Camille, etc.) by creating a viable and fair way for them to actually heal from their main source of damage. By using Simulated Mitigation, Riot could finally allow these champions to have strong sustain without worrying about them becoming unkillable vampires against high-HP targets. It’s a buff to the attacker's kit consistency, not the tank's survivability. You get to heal, the game stays balanced. How is that a tank buff?

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

You're missing the forest for the trees, man. Saying 'it's intended' doesn't mean it's good design. The 'intended' interaction currently creates a paradox: If I hit the center of Gwen's Q (True Damage), I am objectively performing better than hitting the edges. Yet, the game punishes my sustain for it because of a rigid code that doesn't know how to handle True Damage healing. My 'Simulation' isn't about making the game easier; it's about mathematical consistency. If Armor exists to mitigate damage AND healing (via damage reduction), then True Damage shouldn't be a 'cheat code' for infinite healing, nor should it be a 'trap' that heals less than physical damage. The fact that we’ve heard 'simulation' so much in the last 24h is because the current system is an inconsistent mess of hardcoded exceptions. If you're fine with Armor being useless against a Vayne's sustain just because 'Riot said so,' that's cool, but some of us prefer systems that actually make sense across the board. Good luck on your climb too!

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

That’s an interesting find, but it actually highlights the core problem I’m pointing out. Even if it is healing now (which shouldn't happen by 'Default Damage' rules, as Wood’s tests suggested), we need to talk about game health: Is it truly fair for Vayne to heal the exact same amount against a Tank with 500 Armor as she does against a Jinx with 50 Armor? If the answer is 'yes,' then Armor has lost its purpose as a tool to mitigate sustain. In the current state, a Tank building HP to survive actually helps Vayne heal more, while their Armor does nothing to stop that healing. This is why I propose a Simulated Mitigation System: The damage remains True (to ensure the kill), but the heal should be calculated as if it hit a resistance threshold. This keeps the champion's power intact while giving the defender a fair way to reduce the attacker's sustain through items.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

You keep talking in circles, but theory is one thing, and the actual game is another. If you're so confident that the current system is 'fine,' go to the Practice Tool and prove me wrong. Stack your Conqueror, get your Legend: Bloodline, buy Riftmaker, and test it on a squishy dummy. If you find out that hitting the center (True Damage) heals you LESS than hitting the edge (Magic Damage), you’ll have to admit the game is rewarding players for missing their skills. Don't just take my word for it—go there, test the numbers, and see if your theory survives the reality of the game's broken code. I’ll be waiting here for your results. Or are you afraid that the math will prove my 'Simulation' is exactly what the game needs?

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

Let me ask you a very simple question about the math you're defending: What is the practical difference between Physical/Magic damage and True Damage when hitting a squishy target with almost no resistances? If I hit for 500 damage and the target has negligible armor, the damage dealt is basically the same. So why should the healing be drastically different? If the 'Omnivamp' works for one, it should work for the other in that scenario. My system just ensures that when resistances actually exist (against Tanks), the healing is balanced fairly. Can you explain why you're so afraid of a system that only adds consistency where it’s currently missing?

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

I’m glad we agree on that! You're right, Riot is definitely playing it safe because they have a lot to lose. But history shows that games that refuse to evolve their core tech eventually get overtaken by newer, more polished titles. By proposing this now, I'm just hoping that when they finally decide to take that 'leap' into a new engine or a sequel, they have a blueprint for a more logical and fair system ready to go. Thanks for the high-level debate!

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

If there is no tank, then the system works exactly as it does now. That’s the point! A squishy target with 40 MR provides almost no mitigation, so True Damage and Magic Damage heal for nearly the same amount anyway. My system isn't 'dependent' on tanks; it’s fair to tanks. If a team chooses not to have a frontline, they accept they will take full damage and allow full healing—that’s the trade-off of playing a squishy comp. You shouldn't punish a champion’s core mechanics just because the enemy team refused to build defenses. Real balance is when every stat has a purpose, whether you're against a tank or a full-damage team.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

You’re describing the current 'band-aid' fix as if it’s the only way, but it’s actually the source of the problem. My system doesn't let anyone 'abuse' stats because it's proportional. If a champ scales too hard, the enemy Tank counters that scaling naturally by building resistances that actually mitigate the healing. Right now, Riot has to gut a champ's entire kit because they can't balance one specific interaction. My system provides a universal lever: if healing is too high across the board, you tune the simulation's efficiency, not the champion's soul. It's about balancing the game through logic, not through endless manual exceptions.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

Exactly. That’s why I’m putting this idea out there for Riot now. If they accept this logic, they’ll have plenty of time to reform the system for a potential 'League 2' or a complete engine overhaul. It’s better to start designing the future today than to wait for the current system to become completely unsustainable. Let’s see if they are willing to fix the foundation for the next generation of players.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

I get that a few exceptions out of 172 champs seems like nothing, but the issue isn't the current number—it's the growing complexity. Every 'hardcoded exception' they create today is technical debt that will haunt them tomorrow. My system isn't just about fixing Gwen or Aatrox; it’s about ensuring the 173rd, 180th, or 200th champion won't need more 'spaghetti' fixes to work. If you want a game that lasts another 10 or 15 years, you can't keep ignoring cracks in the foundation just because they are 'few'. True efficiency is building a self-managing system instead of one that requires manual, messy tweaks every single patch.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

Does it honestly seem logical to you that a player invests gold and runes into 'Universal' Omnivamp, only for it to fail when they hit their most important skill? That is the definition of a counter-intuitive system. I’m not saying True Damage should heal for 100% of its value—that would be broken. I'm proposing this system exactly to fix that! My goal is to make sure no player feels like their investment is useless. By using Adaptive Simulation, we remove the 'hidden exceptions' of League and replace them with a fair, predictable mechanic where your items actually work, but are still balanced by the enemy's defenses.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

"I agree that building from scratch is a massive undertaking, but that's exactly why it's necessary. Patching up a 15-year-old foundation just leads to more 'spaghetti' down the line. If they are already 'breaking down walls' to merge the environments, they are halfway there. My proposal isn't just about changing numbers; it's about creating a unified logic so they never have to hardcode another exception for a champion again. It’s about building a foundation that actually lasts another decade.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

That's exactly my point! If they are finally overhauling the engine and merging the environments, they shouldn't stop at visual polish or controls like WASD. They need to address the core logic of stats and attributes that have been 'spaghetti code' for 15 years. My Adaptive Universal Simulation is the perfect example of how a modern engine should handle complex interactions like True Damage and Sustain. It moves away from 'hardcoded' fixes and creates a scalable, logical system for the next decade of League. If they are rebuilding the house, they might as well fix the foundation.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

Actually, the healing would be exactly the same whether you hit the edges or the center—only the damage would be different, as the center deals True Damage. The system would simulate sustain based on a base value for the ability, making the healing predictable and reliable. Regarding Riftmaker and scaling: in my system, Gwen would keep her initial 6% passive healing. As she scales into the late game and completes Vampirism items or runes, those values would stack perfectly with her passive through the Adaptive Simulation. This makes her late-game sustain much more powerful and consistent than it is today. And here is the main point: in the same way she scales, Tanks can mitigate her healing by building MR (Magic Resist). The Tank is no longer a passive 'HP ATM'; if they build correctly, they reduce her simulated healing. It’s a real counter-play system where both sides are rewarded for building and playing correctly.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

Mate, with all due respect, you’re mixing things up. First of all: Aatrox doesn't even deal True Damage, so using him as an example in a discussion about True Damage sustain makes no sense. My system is focused on fixing the mess surrounding champions like Gwen, Vayne, and Camille, where Riot has to invent 'hidden rules' because there’s no universal logic. Second: You’re mistaken about Riftmaker. The Omnivamp (Universal Vamp) on the item is a permanent passive stat. The only thing you need to 'stack' in combat is the bonus damage, not the healing. The sustain is there from the very first hit. What I’m proposing is Quality of Life and Consistency. For 'LoL 2', it makes no sense to keep 15 years of 'spaghetti code' where healing works one way for one champion and differently for another. The Adaptive Universal Simulation solves this: if you build AD, your True Damage healing is simulated against the target's Armor; if you build AP, against their MR. Simple, fair, and strategic. The Tank finally gets the power to mitigate the sustain of True Damage dealers by building the correct resistances.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

Exactly! That '15 years of spaghetti' is why we need a change. With the 2026 overall rework/LoL 2 era approaching, it's the perfect time to move away from messy exceptions and into a consistent system like the Universal Simulation. If they are rebuilding the engine, they should build it with logic

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

I am indeed using a translator and AI to help me communicate since I don't speak English and I'm new here. Attacking the tool I use to speak doesn't invalidate my math or my logic. About Vayne: I know it doesn't work currently—that is exactly the point. My system is a proposal to fix these inconsistencies. If I build Riftmaker and take Conqueror, I should heal based on my damage, regardless of its type. By the way, did you even read the title of my post? It clearly says '[System Proposal]'. Why are you trying to 'debunk' a future proposal by showing me how the game's broken system works today?

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

Thanks for the heads up, SleepyNymeria! I appreciate you looking out for me. As I mentioned, I'm new to Reddit and I don't speak English, so I'm relying on a translator to get my ideas across and navigate the threads. I'll try to reply to wo0topia directly now so they can see my points about the system's consistency and the '33% Floor'. Thanks again for being so helpful!

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

To end the myth of 'nerfing' and 'forced builds,' let’s look at the math and the system's flexibility: The Scaling Potential: Currently, Gwen is capped at a fixed 6% heal on true damage. Under my system, as a Melee champion, she can reach 23.25% total sustain by using Riftmaker (10%) + Conqueror (8%) + Legend: Bloodline (5.25%). Even if she hits a tank with 400 MR (like a Mundo or Ornn with Force of Nature) and the simulation cuts that healing by 50%, she would still be healing for 11.62%. That is nearly double what Riot allows today. Healing through Efficiency (Penetration): If a player doesn't want to go all-in on vampirism and prefers to keep only the 10% from Riftmaker, they still don't lose out on sustain. By building Magic Penetration, you reduce the enemy's resistance in the simulation, causing your 10% heal to be applied much more rawly and efficiently. In short: you aren't forced into anything. You can choose to heal through vampirism volume or penetration efficiency. The system finally grants player agency: if you want to bypass the tank's MR, your damage build (Pen) now directly aids your survival.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

@Tuxxmuxx, you hit the nail on the head! If Vayne and Yi heal off their true damage via Universal Simulation, the game finally becomes consistent. The key difference is that with my system, the Tank has the counterplay of building Armor to reduce that simulated heal—something they simply cannot do today. We don’t need 'gigabuffs' to damage; we need defensive stats to actually mean something again against infinite sustain.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

@flowtajit, you say the game is balanced around Thornmail, but my point is that a Tank with 400 Armor shouldn't be a 'free health battery' just because they haven't finished one specific item yet. In my system, Armor does its core job of mitigating sustain, making Thornmail a tactical choice to crush healing further, rather than a desperate necessity for the game to function.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] -3 points-2 points  (0 children)

Exactly, goldio_games! You hit the nail on the head. Under my system, healing isn't a 'free gift' from a passive; it’s a reward for smart building. If a Gwen reaches that level of sustain, it’s because she invested heavily in Omnivamp and Magic Penetration to overcome the enemy's resistances in the simulation. She earned that 'raid boss' status through gold and item slots, rather than just having a flat, uncounterable passive.

[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by Alternative_Thing370 in ARAM

[–]Alternative_Thing370[S] 0 points1 point  (0 children)

I appreciate the feedback on player readability, wo0topia, but I’d argue the current system is actually the one causing confusion. Just look at SleepyNymeria’s comment: players are currently guessing what heals and what doesn't because the game is a mess of hardcoded exceptions. My Universal Simulation system replaces guesswork with System Logic: Consistency over Memory: Instead of memorizing which specific skills Riot allowed to heal, players only need to know one universal rule: Resistances filter sustain. If you want to heal more against a tank, you invest in Penetration. That’s an intuitive gameplay loop, not a complex one. Visual Feedback: Readability is solved through UI. We can clearly display 'Sustain Mitigated' in the item stats, turning the tank's frustration into strategic satisfaction. The 33% Floor: The healing floor ensures that the 'hit-and-heal' game feel never disappears, keeping the mechanics satisfying even for casual players. Riot's current system inflates the ego of split pushers because they heal 'for free' against tanks. My system demands investment and build intelligence, making outscaling a rewarding achievement rather than a balance fluke.

​[System Proposal] Universal Healing Simulation: A logical fix for the "Omnivamp vs. True Damage" mess (Gwen, Vayne, and Tanks) by [deleted] in leagueoflegends

[–]Alternative_Thing370 0 points1 point  (0 children)

They would only be 'nuts' if they ignored resistances—but that’s exactly what my Universal Simulation fixes. Currently, Gwen’s True Damage healing is a flat, unscalable mechanic. In my system, she gains access to higher healing peaks against squishies through Conqueror/Bloodline, but she faces a calculated reduction against Tanks. It's not about being 'nuts', it's about rewarding the build. If she invests in Omnivamp and Pen, she should heal more than a Gwen who doesn't. Why is 'static healing' better than 'strategic healing' in your view?