We need more or better Keystones.

Vicimus·11/12/2016, 6:25:38 AM·2 votes·604 views

When Keystones were initially introduced last year, I was extremely excited to see what they would do for the game. I saw potential in that champions would change or adapt their keystones depending on their and the enemy's teamcomps. This did not happen however because for most champions, there was only one clear cut "best" option.

Take Syndra for example. If she wants to go down the Ferocity tree (which gives the impression of offense), she's already restricted from 2 of the 3 keystones. The 3rd keystone, Deathfire touch, has a very weak AP scaling and is also tuned towards DoT champions. So then she goes to the next tree, Cunning, and immediately Windspeakers is out of the question. If she were to consider Resolve, there would be nothing there either as those are mainly geared towards tanks. So it's between Stormraiders and Thunderlords, although something like Stormraiders would be good for kiting, Thunderlords is just too easy to proc on her and tends to be the keystone of choice. Rylais also helps with kiting.

Several champions face this issue where they have to choose between 1 really good keystone and 1 weaker keystone.

Skarner suffers a similar issue, as although in the past a more offensive auto-atk oriented build would work (which could work with either Fervor, Collossus, or even Warlords), the complete tank playstyle only keyholes the Collossus keystone.

I understand these are case by case scenarios but I think it's very rare to find a champion who works with multiple keystones simultaneously - perhaps Jhin can run Warlords/Deathfires/Stormraiders/Thunderlords?

Theres some serious potential here, both thematically and functionally. Similar to how having multiple, yet balanced champions creates diversity, having multiple yet balanced keystones can function. Maybe 5 keystones per tree would allow for more diversity/choice. Something to think about.

Also I know this isn't the thread for it, but perhaps Lethality can be explained better in game (how it works). And also why is there AD lethality but no AP lethality?

3 Comments

EcchiOtakuTM11/12/2016, 7:53:37 AM1 votes

Lethality is due to assassins having different itemization than other AD users. Armor pene snowballed far too hard since there were no conditions to actually get more. Lethality answered this by being tied to enemies so when ahead you already have the bonus of having a lead while if behind you can still try something. Making it less snowbally.

Now AP-wise assassins tend to follow mage builds. However before going into that, there is a set amount of MR enemies have. It doesn't scale unless melee to a set number. AP version won't happen because an abundance of flat would completely destroy the low amount of MR usually held. Also flat magic pene isn't snowbally since magic damage doesn't often happen from AAs additionally.

They'd have to add completely new items.

Somehow entice only assassins to get it, when unlike adcs to assassins to bruisers for AD itemization, AP's mage to assassin to tank doesn't seperate item wants for mages and assassins.

TL;DR- Hopefully that makes sense, main reason being AP assassins and mage share itemization along with more flat m.pene would destroy the current low MR values. I would also be against increasing MR amounts because magic damage is far more gated than physical damage which also applies on AAs.