In recent years, alongside a series of unbalanced champions, the healing stats in League of Legends have also been out of control. Simply put, the system of League of Legends, from runes to items, provides champions with excessive healing capabilities. As a result, you need to deal massive damage to “one shot” enemy champions if you don’t want them to heal up immediately afterward. This has led to extremely negative metas for League of Legends lately.

Clearly, Riot Games is mainly responsible for this, and they have faced immense criticism from players. In the upcoming patch 12.6, Riot shows that they will seek to put an end to what is known as “the League of Healing” with extremely strong adjustments. First, they are removing the Ravenous Hunter rune, followed by a series of items providing lifesteal that will also be nerfed. Even the Legend: Bloodline rune in the Precision tree won’t escape this “purge”.

Major changes regarding the healing system have just been applied to the PBE server
It seems that Riot will target healing abilities in the next patch.
Bloodthirster: Lifesteal reduced from 10% to 8%.
Death’s Hand: Lifesteal reduced from 10% to 8%, additional health with each Legendary item increased from 50 to 70.
Nameless Blade: Lifesteal reduced from 10% to 8%.
Blood Sword: Lifesteal reduced from 20% to 15%. Additional AD increased from 55 to 60.
Legend: Bloodline: Lifesteal per stack reduced from 0.6% to 0.4%, at max stacks you gain an additional 100 health.
Fleet Footwork: Healing interaction with AD reduced.
Removing Ravenous Hunter.

Basically, these changes are necessary to reduce the excessive healing that many champions currently possess. Especially given that more and more characters are being designed or reworked to exploit this stat to become excessively powerful. It’s no wonder that Irelia is “meme’d” as all you need is Bloodthirster to “carry the team” when this character can Q a few times on minions and fill up her health bar with this item, which is not balanced at all.

The consequence is that in the past year, items that reduce healing suddenly became “essential” to counter opponents, whereas they should only be situational items. Hopefully, Riot’s aforementioned adjustments will have a significant impact to end the scenario of excessive healing and cause serious imbalance in League of Legends.