can we delete triumph rune
the heal is so stupid...
the heal is so stupid...
You realize that it's the same concept as the old Dangerous Game mastery?
That was never in question
[{quoted}](name= Król Wilk Sam,realm=NA,application-id=3ErqAdtq,discussion-id=0ouGti6G,comment-id=0003,timestamp=2018-07-23T03:49:34.163+0000)
You realize that it's the same concept as the old Dangerous Game mastery?
so in your eyes 15% of missing hp is the same thing as 5% hp and 5% mana?
it does THREE TIMES and much AND gives bonus gold. on top of that mages cant get mana on restore from it, AND its not in any tree that anyone but AD champs can really take.
that's a BIT different from "dangerous game"
so in your eyes 15% of missing hp is the same thing as 5% hp and 5% mana?
it does THREE TIMES and much AND gives bonus gold. on top of that mages cant get mana on restore from it, AND its not in any tree that anyone but AD champs can really take.
that's a BIT different from "dangerous game"
He didn’t say it us the same. Or she. They said the concept is the same. Of course there is an actual number difference but the overall concept is the same.
It's the same concept.
It's not the same power level, no, because the old masteries were tokens that gave a small amount, whereas the new Runes are intended to have a much greater impact.
It fulfills the same basic requirement but at the appropriate level for what its intent is.
It's awful because on release, triumph basically made summoner ignite useless. If you killed your opponent and they ignited you to trade kill for kill, triumph would give you enough hp to tank the ignite and live.
That is, up until Riot decided to fix this interaction. By buffing ignite's damage. Instead of fixing Triumph.
The heal on triumph has a delay. It fucks over ignite less than Dangerous Game did.
so in your eyes 15% of missing hp is the same thing as 5% hp and 5% mana?
it does THREE TIMES and much AND gives bonus gold. on top of that mages cant get mana on restore from it, AND its not in any tree that anyone but AD champs can really take.
that's a BIT different from "dangerous game"
Firstly, triumph does not heal 15%. It's 12%. On a 50% (so you have 50% left) health triumph heal, you get whopping 1% more HP than Deadliest Game used to give, and no mana.
Basically, triumph is supposed to be a double-down on the niche deadliest game was trying to fulfill; being triumphant in the fight and surviving the last ignite / being able to walk-away from the other enemy with a sliver of hp / turn an extraordinarily close multi-champ fight around by receiving a nominal heal.
Prior to level 10, it's generally healing for less than 100 hp whenever it procs. Late game, most of the champions who take it (with a couple of exceptions, such as Darius), are getting around 150 health from it if they're near death when it procs.
It's really not that bad. And, to be frank, you give up a lot for it. Presence of Mind is insanely strong on some champs; Nocturne with new Ultimate Hat and PoM is nightmarish as soon as he hits 6, it can let Malphite have his ulti up every skirmish and every team fight, ect.
Agreed.
i don't see why because i would rather have the mana and ult refund from take downs instead of the heal but ofc i usually take mana hungry champs
Riot hates sustain Why not?
[{quoted}](name=Javi Is Here,realm=NA,application-id=3ErqAdtq,discussion-id=0ouGti6G,comment-id=0002,timestamp=2018-07-23T03:16:41.057+0000)
Riot hates sustain Why not?
so they put sustain in the ADC tree? becuase they dont have sustain?
unlike dangerous game, the heal has a delay, so it doesn't fully fuck over ignite and its one of the few runes that give 2v1 potential
remove the gold, make it heal 15%, but make it heal 3% less for each consecutive heal (min 3%) (this debuff ends once out of combat) imo