So I just wanted to say before I start discussing this, no I'm not crying about some AD carry that whipped my ass because he had too much sustain, I think the amount of sustain they have in teamfights is fine, BUT:
about 2 or 3 months ago Riot nerfed both the bloodthirster and the vampiric scepter...saying that they didn't like the way AD carries could be at 1/4 health after a teamfight, go into the jungle kill a couple of creeps and be back at 100% health in a few seconds..However the nerf they provided didn't exactly fix this...AD carries still do this all the time..
So how I suggest fixing this, let's paint a picture:
Graves Uber fed with 2 bloodthirsters 50% life steal etc, around 300 AD... Now while life steal doesn't seem overpowered in teamfights, against minions is another story. In teamfights, enemies have armor weakening AD carries overall damage, thus lowering their life steal...HOWEVER minions have a tiny amount of armor, allowing AD carries to do maximum damage against them. so let's say he's facing a minon with 500HP, first hit does 300, then does another does 300 HP...like that, with one minion killed he gained 300HP in less than a second, do that against 4 more minions and he just gained a quick 1500HP against half of a minion wave..So what I suggest is, cut life steal (and this can be applied to spell vamp as well) so that if the hit deals the killing blow, it only heals for however much the enemy had left...So if you deal a critical blow against a minion for 700 damage when it only had 100 health left anyways, it should only heal for 50 instead of 350..This fix would allow AD carries to keep their sustain in teamfights and against baron or dragon, but force them to farm minions for a little bit longer if they want to regain all of their health. Thoughts?