Riot, why are you buffing damage across the board? Aren't we losing defensive stats from runes?

Khristophoros··3 votes·308 views

So the logic I've seen is because we're losing AD/AP runes we need slightly more base damage. But this makes no sense because the new rune trees add offensive stats passively on top of the actual runes. At the same time we're losing armor/MR runes and the defensive options in the new runes are quite weak.

So it seems like overall we're going to see a massive increase in early game damage output and snowballing.

12 Comments

IRyzeForNidalee3 votes

After 7 years I can safely say Riot's balancing team is either braindead or intentionally aiming for 5 minute long games.

SwiftKitten881 votes

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After 7 years I can safely say Riot's balancing team is either braindead or intentionally aiming for 5 minute long games.

only four years here.. but i can second that notion. the other teams seems to be doing amazing.. but balance seems to get worse every year.

Quepha2 votes

watching people play on the PBE, it looks like the damage potential of the new rune system is far inferior to the current runes + masteries.

Khristophoros2 votes

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watching people play on the PBE, it looks like the damage potential of the new rune system is far inferior to the current runes + masteries.

Give people some time to figure out the synergies with the new runes. It's not as braindead simple as picking the right keystone. Now all your rune choices really matter.

Quepha1 votes

There are far more potential synergies between defensive bonuses than offensive in the new runes.

Khristophoros1 votes

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There are far more potential synergies between defensive bonuses than offensive in the new runes.

I don't see it at all. You can get a whopping 6 armor and MR, and +5% from conditioning. And that's literally the best you can do in terms of damage mitigation unless you're playing a champ who can use Guardian. Other than that there's some health stuff for tanks.

The important thing to notice here is that for the purposes of early game, you simply cannot get much durability.

Well ok, there's Inspiration + Resolve with Celestial Body for a large health pool. That's the only thing for early game.

Quepha1 votes

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Well ok, there's Inspiration + Resolve with Celestial Body for a large health pool. That's the only thing for early game.

I mean it's more than a 30% increase to your health pool at level 1, not a big deal, just enough to win any 1v1 ever but don't worry about it too much and there's a way to infinitely scale your hp by a flat amount, and another way to infinitely scale it by a percentage amount, combined with damage to champions and turrets scaling with your max hp but not much synergy, don't see too much around here there's like 3 trees with % hp regeneration but when has that ever encouraged building tank items? not really sure if people could find synergistic combinations there

Khristophoros1 votes

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I mean it's more than a 30% increase to your health pool at level 1, not a big deal, just enough to win any 1v1 ever but don't worry about it too much and there's a way to infinitely scale your hp by a flat amount, and another way to infinitely scale it by a percentage amount, combined with damage to champions and turrets scaling with your max hp but not much synergy, don't see too much around here there's like 3 trees with % hp regeneration but when has that ever encouraged building tank items? not really sure if people could find synergistic combinations there

It's only good for tanks/juggs/bruisers but bruisers will probably find more success using Precision for the huge damage bonuses they can get that way. For most champions damage is going up and defense is going down. You can't really double down on defense on mages, assassins, or ADCs and expect to win.

Quepha1 votes

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For most champions damage is going up and defense is going down.

You say that but the math says otherwise and observations also say otherwise. Give it up.

Khristophoros1 votes

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You say that but the math says otherwise and observations also say otherwise. Give it up.

The "math" that you haven't shown at all.

We're losing 9 armor/13 MR basically depending on how many of those runes you run.

Now we can get, on top of the runes themselves, one of the following: 12% attack speed 10 AP/7 AD adaptive 15 AP/10.5 AD adaptive 70 health 1.5x one of the above + 20% elixer/potion duration

Furthermore, most of the runes give you offensive stats and as I already pointed out, barely any non-scaling durability is available. Please don't bring up "infinitely stacking health" because that is irrelevant to early game.

warpenguin5551 votes

They're probably putting out defensive stats too. Just the damage ones came through 1st

Kloqdq1 votes

I said the same thing earlier but I also forgot that we are losing a ton of stats across the board. So yeah. it's actually just a buff to bring us slightly to base line.

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