Okay, Xyph, this is the one thing that's bothering the most about this item. A big problem about Wriggle's pre-nerfs about a year ago was that you were able to basically heal back to full on one wave. The big difference between them is, obviously, the fact that Ravenous Hydra is going to cost ~1600 more than Wriggle's (just a guess; 50 attack dmg > 75 is ~975g + 450 for life steal for total of 1425 and some extra gold tossed in for the passive). However, the cleave, combined with a decent chunk of lifesteal, is, in my head, going to give you the same thing.
What I'm wondering is, what's going to stop people from rushing this item and just winning duels in top because they can sustain to nearly full off of the wave? Don't get me wrong, I don't think it's nearly as strong as old wriggle's, but combined with the Hp regen and a 10s cooldown for 100% splash, I really think this could become a problem. Is there a way to reduce lifesteal's effect on AoE, similar to Spell Vamp, to make it so this isn't an issue? Sorry if this got discussed somewhere in the 58 pages, it's just late and I wanted to be sure it was asked. Thanks 