Lifesteal and Spellvamp are problematic stats in LoL. They are complicated unnecessarily, hard to understand, and very restrictive.

The majority of Summoners are confused about how these stats work exactly, even Pros are unsure about the specifics. And for Riot Champion Designers, they struggle to maintain the balance between all the different spells on all 116 Champions. Some Champions can abuse Lifesteal and/or Spellvamp, and others find it abo****ely useless. Some Champions are nerfed into uselessness because of their ability to heal with these stats. I want to level the playing field.

My idea is to get rid of these two burden-of-knowledge stats... and replace them with one stat.

***For the sake of this essay, I will use the term 'Lifevamp' so that we do not confuse the term with Lifesteal or Spellvamp, and to show that I am combining them.***


Lifesteal and Spellvamp Currently

Lifesteal applies to only Physical Damage dealt with Auto Attacks plus some on-hit Physical Effects.

--Examples:
- Muramana: Toggle: Single target spells and attacks (on hit) consume 3% of current Mana to deal bonus physical damage equal to twice the amount of Mana consumed. The bonus Physical damage from Muramana is an on-hit effect, but it does not benefit your lifesteal,
- Trinity Force: Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 200% of your base attack damage as physical damage. Sheen proc will apply Lifesteal.

---See how arbitrary what can and cannot be affected by Lifesteal is?


Spellvamp applies to most Spells that deal damage, Magic and Physical and True Damage. But the Heal is reduced if the Spell is AoE or Multi-target.

--Examples:
-Kog-maw's W: Bio-Arcane Barrage: Max Health to Damage Ratio: 6% (+0.01% per ability power) This deals magic damage and is not Spellvamp-able. But...
-Kayle's E: Righteous Fury: These attacks splash, dealing additional magic damage to her target and nearby units take a percent of her attack damage plus magic damage. This deals Magic Damage and is Spellvamp-able.

---See how complex this system is? Even with similar abilities, one Champion can Spellvamp and the other Champion cannot. Why?

I can keep providing numerous examples of exceptions to the rules set for Lifesteal and Spellvamp, but it would be superfluous.




Mechanics of Lifevamp:
Lifevamp will heal your Champion for a %Percentage% of the Total Damage you deal. This will include Auto Attacks, Champion Abilities and Summoner Spells that deal Damage. It doesn't matter if that Damage is Physical, Magic, or True Damage. Spells that deal Damage in an AoE will still only receive 33% of the Heal as Spellvamp does currently.

Items and Lifevamp:
Items may have to be reworked to adjust to the new Lifevamp stat. Hextech Gunblade in particular will have to be reworked, because 32% healing (20% SV + 12% LS) will be too much.

Champions and Lifevamp:
Certain Champions will have to be rebalanced so that we don't revisit Season 2 League of Hextech Gunblade Stacking. Other Champions such as Lulu, Urgot, Warwick, etc... all have damaging abilities or passives or on-hit effects that cannot be healed from, or are hard to itemize to heal effectively. With the addition of the Lifevamp stat, such abilities or passives or on-hit effects will grant that Champion healing. Riot may have to go back into certain Champion kits and negate or reduce the amount of healing that Champion can receive

Roles and my estimate of the effects of Lifevamp:
-ADCs: Minor increase in healing. They don't rely on their spells to deal the majority of their damage. They use Auto Attacks, which will continue to heal at the same rate. ADCs with Magic Damage On-hit effects will gain slightly increased healing.
-APCs: Minor to Major increase in healing. Certain APCs will see a new use in a healing stat they didn't see before.
-Tanks: Minor increase in healing if you don't build some form of damage to improve the healing factor.
-Offtanks: Medium to Major increase in healing. Being able to build Damage, Resistances and a healing stat may prove to be overbearing.
-Bruisers: Medium to Major increase in healing. Being able to build Damage, Resistances and a healing stat may prove to be overbearing.
-Assassins: Minor to Medium increase in healing. Assassins will be able to sustain more and may prove to be better in teamfights because of this.
-Supports: Minor increase in healing, generally, most Supports don't have enough damaging Abilities or build enough AP to garner much healing.

Pros of Lifevamp:
-Less of a Burden-of-Knowledge for Players
-If your Champion deals Damage, no matter the type, you can heal from it
-More Champions will find a Healing-via-Damage Stat more appealing
-Champions who previously couldn't heal effectively will now be able to
-Improved Game Health
-More Viable Champions
-More Viable Strategies

Cons:
-Items will have to be reworked to accommodate this new stat (Hextech Gunblade in particular)
-Champion Balance will be off-Balance for a little while until Riot can fix all the bugs and abuses.



In Conclusion, the overall health of the game will improve. More Champions will become viable and more Strategies will develop. During the first couple of weeks when Lifevamp is introduced, the Balance of the game will be turbulent with everyone trying out all sorts Champions to see who got better or worse because of Lifevamp. But in the end, this will be a good direction if Riot implements such a system.