"...whichever team can fight with WoTA first has way too much advantage due to AP being almost a ubiquitously good stat and spell vamp being ubiquitously good overall" - Xypherous
Being a League of Legends player since early beta, I can remember the days that predate the ever popular spell vamp statistic. I clearly recall AP carries being the most important role in those days, and in many ways having the most powerful effect on the game. They did not need spell vamp then – as they still do not now – however it adds a new element to the game. New elements usually can be considered features and gameplay enhancing, but does spell vamp do this? In many ways it serves to further mesh the already ubiquitous roles of AP/AD/Tank that plagues the league. Many champions can be played in many roles which further blurs the lines. Traditional MOBAs would tell us that AP(int) characters have the highest burst, the lowest heath, scale the best with levels, and scale the worst with items. Spell vamp is just another way to say lifesteal for mages. Simply put, this was reserved for AD and even more so, melee AD in past MOBAs. I am all for change and innovation, but is shareing existing mechanics with more classes really adding anything? We could add mana restoration mechanics to more people, or mana stealing ones. Cooldown restoration/slowing. These type mechanics already exist in a form, and simply allowing more champions to have them does nothing but smudge the individualism of champions and roles.
Spell vamp as a stat is not the only probem either. The items it exists on were not implimented well. Did we not just have a Stark’s Fervor rework because it was an aura item made for AD? Riot decided aura items were made for supports primarily, and reworked the item accordingly. *Eyes dash over to Will of the Ancients* Looks like we have another problem boys. How was this item overlooked? Even with it’s supportive item stat distribution it is extremely powerful for a solo lane. Is it too strong? Does it not cause the epic snowballing Riot is trying to avoid in early lane phase?
Riot’s Xypherous made a statment on this:
“My thoughts are that WoTA’s actual problem is that we made an combat aura item that is rushed by a lane whose gold income is typically one of the highest (Mid) and so whoever gets that item first can snowball the game for his team easily.
Basically, whichever team can fight with WoTA first has way too much advantage due to AP being almost a ubiquitously good stat and spell vamp being ubiquitously good overall. “
I think he may have said it best. One way or another, we will see a change to this item and likely the statistic in general. But what change and how? Time will tell, and the community should help shape this change.