The runes in sorcery are more powerful than the keystones are
Tbh
Tbh
I honestly can't disagree.
Holy shit...you're right
Now I just want them to replace gathering storm, celerity, and Waterwalking with the three keystones (nerfing them of course) and just create new keystones that actually feel impactful
Gathering storm is disgusting -_- You get shitload of stats for doing literally nothing. To get 300 hp from undying KEYSTONE you will have to actually try. A LOT. To get BF worth AD from gathering storm you just have to afk in base. And it shits on champions with abilities with unlimited stacking . You are supposed to hit your limit. Sooner or later. Not just keep increasing in AP like some cheap version of veigar.
Keep in mind undying heals you for 2.5 (?)% of your health every proc as well which come late game adds up quite a but considering 80 health is actually like 250 after armor/mr.
Which takes you several seconds to be able to use once. and it will heal you for much less than any skill or AA will deal you. But anyway. GS possibly the one single mastery that givs you a LOT of stats for completely nothing. Almost every other runes will make you work for it. Do something to get something. Obey some rules to make rune work. Perform specific action to get small buff for several seconds.
And then THIS. Play the game and get stats.
Well the big thing Gathering Storm makes you do is play without a rune for 10 minutes, play with 1/3 a rune for another 10, and then you finally have a rune that is starting to kick on at 20 minutes, and actually is fully valuable at 30.
TLDR - GS just as gold efficient as any other rune before 30 min. And it becomes something crazy after that. Without any efforts from the player. Tell me that isnt disgusting.
Does it though? Im not gonna go though every rune. Just couple similar. http://leagueoflegends.wikia.com/wiki/Legend:_Alacrity_(Rune) - 450g worth of stats. Similarly you start without the runes and can spend a lot of times without it taking full effect. Its kinda looks like it should take full effect around 20 mark time. Can take more or less time depending on how you play.
http://leagueoflegends.wikia.com/wiki/Eyeball_Collection_(Rune) - 630g of stats total. For 10 kills or 20 assists/ward kills... Damn thats actually a lot. Similarly you get nothing at start and have to work for it. Depending on how game goes you might not even be able to finish it before the game ends! But on the right champion and if you actually work for it you might finish around 14 min mark. And that point you can be called really fed though.
http://leagueoflegends.wikia.com/wiki/Relentless_Hunter_(Rune) Relentless line kinda harder to evaluate. But you start with almost nothing. And really slowly work up. Depending on the game you might never finish it as well. You might never get a chance to kill jungler or top laner for example before 20 mins or even after that. Well anyway. This of combat MS does not add up to even 300g worth CDR for items really hard to evaluate... So im not gonna bother. It can be quite potent but it also depends on your playstyle and build path a lot. Spellvamp is... Spellvamp. 15% were worth 400g or something? But it works on physical abilites dmg as well so it should be a little more. 600g or something mb?
http://leagueoflegends.wikia.com/wiki/Conditioning_(Rune) - at 10 min 304g initial addition from flat stats. Plus at that point around 100g from your own stats - depends on character. For a total of around 400g And it also makes resists 5% more cost efficient. So if you buy total of 500 resists (MR + Armor) with total gold worth of suppose 9500g it will give you 475g of benefits. For a total of around 1000g worth of stats on 6 slots champion fully dedicated to defense. If you aint building shit then take those 500g and be done with it. And yea you play without rune for 10 mins.
http://leagueoflegends.wikia.com/wiki/Magical_Footwear_(Rune)- 480g benefit. 120f from bonus MS 300f for boots and + 50f when you upgrade them. You also gonna play without rune before 10 mins mark... Well mb if you get some kills you will get them 1 min faster.
http://leagueoflegends.wikia.com/wiki/Absolute_Focus_(Rune) - 105g - 840g worth of stats on lvls 1-18... Well thats a lot more than any other runes mentioned before. You actually get some stats on lvl1 and you get a lot more of them on lvl 18. And you only have to level up. Thats like practically the same as just standing in base... Oh wait... You dont level up by bing AFK... Ups... Its also gives you NOTHING if you are below 70% hp. So this thing quite likely wont work at least half of the time in duels. And can easily stop working in TF. There are benefits but conditions are quite harsh.
http://leagueoflegends.wikia.com/wiki/Waterwalking_(Rune) - 405g-930g on lvls 1-18 This is GREAT! Just AMAZIGN! But.. It works only on the river. So if you aint in it - you just wasted your slot. Benefit - Condition. Common theme for many runes.
http://leagueoflegends.wikia.com/wiki/Transcendence_(Rune) - 260g initial benefit on lvl 10. Before that you dont have a rune. To get more from it you will have to build CDR over the cap. 20% of CDR will provide you with 42g worth of stats. So 20% CDR over the cap will give you 840g just like Absolute focus. You wont lose them no matter what. Only problem - building CDR actually costs gold. So actual benefit in gold is a bit less. And having CDR over 40% requires you to go for specific build paths. And it will take you at least 2 items to achieve. Mb more. Even then you might not hit 20% over the cap.
http://leagueoflegends.wikia.com/wiki/Gathering_Storm_(Rune) And now we have THIS. At 10 mins it gives you 168g of stats. Thats a bit underwhelming compared to benefits from the runes that give you all their stats at 10 mins. But its actually seems to be quite okay compared to stacking runes that designed to finish stacking closer to 20min mark. At which gathering storm gives you 508g worth of stats... Shit... Thats already more than some runes that you had to actively stack for 20 mins... BUT THERE IS EVEN MORE! At 30 mins it gives 1008g! Thats more than what other runes can give you after you get 6 items. BUT! at 40min it will give you 1680g. Thats actually where many people will finish their 6 slots. All for doing NOTHING! You dont have to build in specific way. You dont have to farm. You dont have to hunt. You dont have to be in specific place or use abilities. You can just afk. It wont make any difference. And it does not stop scaling! Never!
*Its not even low risk high return. Its - no risk high return. *
Most runes that dont provide fill benefits right from the start Give you roughly similar amount of gold. And seem to be designed to give you around 300-600g Around 20 min mark. Mb you can get that around 15min if you were a good boy. Gathering storm completely in line with every single one of them. And thats like 1/3 of the runes. It gives even more gold value than some of them at 20 min. And you dont have to do ANYTHING for it. It also wont even become worthless during the game cuz you lost hp, stepped out of the river or something similar.
The only other runes that scales without any limit is http://leagueoflegends.wikia.com/wiki/Overgrowth_(Rune) Lower your health - lower benefits from this rune. After 200 minions dying around you - thats like laning phase completely ended. You will get only 5% out of it. If you have 3000 HP It will provide you with only 450g worth of stats. Suppose you are fat and have 4k hp. And also EVERY minion that EVER spawned gonna die near you. After 4000 minions spawned which will only take around 110 mins you gonna get 100% bonus to HP! Wow amazing. With 4000 hp thats 10400g worth of stats... Thats in case if you actually building HP and did something impossible. Actually getting to 100% bonus HP from that rune will take you 3-4 times that.
Gathering storm on the other hand 110 min - 300AD or 500AP - 10500g And it cannot fail. You also dont have to build anything for it.
Alacrity - Instant MS. One of the more valuable runes actually by far. Also, I've gotten up to 1300 gold worth of AD from it in assassination patterns on some champs like Kayn. AKA it's peaking around 1.5k gold on champions with really powerful high MS access.
Eye-ball - Purposely a rune that won't have as much raw AD/AP as runes dedicated to it in other slots, because its a utility slot rune on the same row as several vision runes as an alternative if you choose to not take the vision amp instead.
Relentless - Out of combat MS is insanely powerful on roamers/junglers. 50 MS worth is about 600 gold of out of combat stats, but the value of what it gives you can be far more in practical aspects.
Ravenous - Oh boy, this rune is actually one of the most busted in the game on champions who can abuse it, because it utterly lies to you about what it actually is. This rune is NOT Spellvamp. It is Omnivamp minus Lifesteal, only it works on several things even Omnivamp doesn't work off of. Anything, and I mean anything, you can't lifesteal off of, you can heal off of from this rune. It will heal you from on-hits, it will heal you from retaliation procs like Thornmail, it will heal you from things like Elder Drake's burn, it will heal you from Smite's camp damage or various item procs such as Shiv (Shiv turns into a much stronger Fleet Footwork with Ravenous Hunter) or Duskblade. It even can heal you from the damage you do to Rift Herald's back eye. This rune is nuts if you are based around damage that can't be lifestealed off of, and by itself can make a first jungle clear about 50-100 HP healthier before you even get a stack.
Conditioning - Yes. Guess what though. It kicked in at that 400 gold value at 10 minutes. Gathering Storm is still only worth about 180 gold at this point, and won't even be at 510 gold at 20. You know. The time most games are surrendered?
Magical Footwear - Another example of how MS is hard to value. Its 480 gold value, but one of the most important things it does is it gives you a permanent +10 MS over what anyone else is getting from boots. MS is one of those stats that can go from worthless to worth everything depending on the most minor break-points. That difference of 10 MS can be the difference between just walking away from an enemy without them ever being able to touch you, or you getting on top of them and ass-raping them.
Absolute Focus - A rune focused on dedicated poke champs who can avoid getting knocked low on health, champs who are good at sustaining back up, or just as an extra surge of early game AD/AP, where if you are knocked too far below the proc point of this rune you probably should be returning to base so that you don't give a free kill.
Trancendence - A case where CDR's value isn't what it looks. For some champions, there are CDR break-points that have extremely high value (AKA because it enables the ability to chain-spam certain abilities before the duration ends (Such as Udyr at 37.7% getting to spam Bear Stance MS forever), and others where this rune can cover a weakness of a build that tends to exceed the normal CDR cap by allowing you to turn wasted gold value into a higher gold value, while also letting you hit the 40% CDR spike earlier potentially. CDR grows exponentially more valuable the more of it you have, up until the CDR cap. Going from 0%-10% CDR is a 11.1% cast-rate increase for casters, while going from 30-40% is a 16.66% increase in cast-rate, or a 50% increased value. Noting that the total cast rate increase from going from 0% CDR to 40% CDR is a 66% increase in rate of casting. Fun little stat to pair with this. The cast rate increase from Cosmic Insight is a 9% cast rate increase over the traditional 40% CDR cap, AKA worth only just a little less than going from 0% CDR to 10% CDR.
Lets change how we look at Gathering Storm. Lets look at it's average gold value per second, at various game times.
0-10. Worth 0 gold the entire time.
10-20 minutes. The rune has been worth 0-90 gold on average, depending on how far through this timeframe you are at. At 20 minutes, this rune has given you an effective 90 gold... yeash. Many other runes gave you this value from minute 0 easily.
20-30 minutes. The rune has been worth 90-344 gold on the average. As you are hitting minute 30, this rune has been worth on average 11 gold a minute.
30-40 minutes. The rune has been worth 344-848 gold over it's lifetime average at this point. It takes 40 minutes to reach a lifetime gold average of 848 gold, AKA what many other high raw gold value runes give at far earlier points in the game. It is now at an average gold per minute value of 21.2 gold per minute at minute 40.
Yes, there is a BIG risk to Gathering Storm. Because Gathering Storm is saying like saying "I am playing with a gold deficit for 30 minutes to be stronger after it". Notably, a rune that had given you early value could also have helped enable to further grow this gold difference, because it could have been the difference between various stages of farm, potential early kills, ect. At which point, they massively spiked in value compared to the totally worthless Gathering Storm.
Is Gathering Storm a good rune? Yes. Is it busted OP? No. Its a rune that you could call late game scaling assurance. If you know your team can stall a game for 30-40 minutes, then it starts to reach a point where it can provide a far greater advantage than other runes may have.
Sorry... WHAT? Are we playing the same game? I even provided you links. What kind of instant MS provides alacrity?
Relentless - Out of combat MS is insanely powerful on roamers/junglers. 50 MS worth is about 600 gold of out of combat stats, but the value of what it gives you can be far more in practical aspects.
Like... The only item that provides you only with out of combat MS are
It does not matter what values how much on whom. Its the same as saying that AD is useless cuz mages have no AD scales. So lets not make meaningless speculations. Its the same for every other rune. You can find one specific situation where it will be very useful. And then say that its amazing gift from the gods.
Ravenous - Oh boy, this rune is actually one of the most busted in the game on champions who can abuse it, because it utterly lies to you about what it actually is. This rune is NOT Spellvamp. It is Omnivamp minus Lifesteal, only it works on several things even Omnivamp doesn't work off of.
Yes its omnivamp without component for basic attacks. The fact that i multiplied gold value that were assigned for spellvamp actually points to that. Shame that you didnt notice. And again i said that its harder to evaluate. Cuz there is no clear counterpart among items but again its possible to find something VERY similar. So it is possible to calculate its gold value. Yes it can win you 50-100 hp during your first clear. Never played as jungler that could really benefit from that so wont argue about how game breaking is that. (thats less than one AA from big monster)
Conditioning - Yes. Guess what though. It kicked in at that 400 gold value at 10 minutes. Gathering Storm is still only worth about 180 gold at this point, and won't even be at 510 gold at 20. You know. The time most games are surrendered?
GS will be at 508g though. 2 gold difference. If you check game duration time then you will find out that we have much more 25min games than 20min games. And even more 30min games.
Magical Footwear - Another example of how MS is hard to value. Its 480 gold value,
But we know exact value. The same thing can be said about any other stat. Its 470 btw. I guess i was high or something at that moment. 50+300+120 dont give you 480 no matter what :D
Absolute Focus - A rune focused on dedicated poke champs who can avoid getting knocked low on health,
It does not change that it becomes useless after getting hit once. And you being poking champion does not make you immune to poke or to someone diving you.
Lets change how we look at Gathering Storm. Lets look at it's average gold value per second, at various game times.
Why tho? You can start looking at any rune this way. And every single one will turn into insane garbage. Cuz even those runes that give you full benefits like those that give bonus % to something in precision are still giving you % from something you have at that moment. So they even more dependent on power you character can get from his stats. And GS gives you flat stats unlike many other runes.
30-40 minutes. The rune has been worth 344-848 gold over it's lifetime average at this point. It takes 40 minutes to reach a lifetime gold average of 848 gold, AKA what many other high raw gold value runes give at far earlier points in the game. It is now at an average gold per minute value of 21.2 gold per minute at minute 40.
This isnt even an argument. Why the fuck you comparing average benefit from GS to to peak benefit from runes with best (on paper) gold values? Or with runes that will reach that gold value much later into the game than 30 min. And then you say - oh look its average actually comparable to the peak performance of some unreliable runes that require you to get 5 slots for that gold value or do some junmbo magic in order not to lose that gold value in stats. And on top of that you claim that they will give you those stats earlier! Only several mins later into the game than GS! You see? So much earlier that it actually becomes Later.
Yes, there is a BIG risk to Gathering Storm. Because Gathering Storm is saying like saying "I am playing with a gold deficit for 30 minutes to be stronger after it".
After going through so many runes you still keep saying that? Yes it gives you nothing until 10 mins. Like many other runes. Yes it gives you minimum amount of stats after 10 mins. Which is actually true for every other runes as well. They give more than GS at that point. By 100-300 gold. It depends. Stats they give can be really different as well ot could not even work in all situations. Like that runes with giant slayer effect. If your opponent does not have more HP than you then its absolutely useless.
GS in turn gives you flat stats... And they in turn increase benefits from any other dmg dealing rune... At 20 min its completely OKAY, good, mb average (still gives more stats than most other runes ffs. with 100% uptime) And at 30 min it becomes super efficient. At 40min its just busted. Let me remind you... You had to do NOTHING for that. So no matter how badly you were losing or how badly you play or how gold starved you are or what kind of dumb and useless shit you got urself with that hard earned gold. It will provide its full benefit for that point in time. Its really clear that its OP. Yes it wont work for just anybody. And it wont be amazing if game were to end before 30 mins. But after that it just becomes quite broken. Its not THAT BAD early to become THAT GOOD later.
the spellvamp, ravenous hunter, works with item abilities too like sunfire cape
which is why i take it on tanks it gives you dumb sustain after your bami cinder buy
it's like getting an extra 8 beads for free
Gathering Storm also doesn't give you anything for the first 10 minutes of the game.
And barely anything until 20 minutes in. It takes 30 minutes to really turn on compared to other runes. Just boy does it turn on if the game goes late.
Yeah, the stats it gives you after 10 minutes looks like the kind of stats that would have been a big help five minutes ago but by 10 minutes is less relevant than what someone has already bought.
The stats it gives you are on top of what you're already buying, why complain? I don't even feel the effect of Scorch in lane. All you need is Aery anyway. So just take the stat insurance.
Scorch isn't too bad, if you can proc is reliably in lane when up it negates most of their sustain on its own. Scorch is still better than Cheap Shot in every scenario too. I remember taking both on Ornn and seeing that scorch did more damage. Considering that he is about as best case scenario as you can possibly get for Cheap Shot I don't see why anyone would ever take it.
i did take cheap shot on sion
alongside scorch and comet
glorious shit
To get 300 hp from undying KEYSTONE you will have to actually try. A LOT. To get BF worth AD from gathering storm you just have to afk in base.
I honestly think afking in base will cost you more rather than trying. And while someone is trying to win, that rune will be absolutely useless for at least first 10 minutes.
And while someone is trying to win, that rune will be absolutely useless for at least first 10 minutes.
Thats one of the dumbest possible arguments. And for some reason it has lots of support. Check my really long reply here. Third of the runes gives you nothing or almost nothing before 10 min. And like half of all runes works in very specific situations. GS has uptime of 100% after 10 mins. It just works.
Thats one of the dumbest possible arguments. And for some reason it has lots of support. Check my really long reply here. Third of the runes gives you nothing or almost nothing before 10 min. And like half of all runes works in very specific situations. GS has uptime of 100% after 10 mins. It just works.
Ik, but while all other runes are giving something pre-10 minutes, this rune doesn't. I agree that GS is a lot more impactful in general but if you are playing some really early game champ, maybe other options are viable.
Magical footwear - gives nothing. Actually takes away. Conditioning - nothing Perfect timing - nothing. Yea it gives CDR to couple of items but there is no way that you will get them before 10 mins. Transcendence - nothing Thats those that gives you COMPLETELY nothing before 10 min.
GS really not unique. By all means.
And then there those like Ultimate hat - nothing until you get ultimate. (and works only on ultimate anyway so it has insanely low gold value) Or Overgrowth that gives you 1% bonus HP. And then 7 stacking abilities that yea give you like 1% attack speed before you start stacking but yea thats actually something. Cants say its nothing.
Thats one of the dumbest possible arguments. And for some reason it has lots of support. Check my really long reply here. Third of the runes gives you nothing or almost nothing before 10 min. And like half of all runes works in very specific situations. GS has uptime of 100% after 10 mins. It just works.
Literally all of these threads fall apart if you actually look at numbers, it's all baseless whining by the usual suspects.
Sorcery's tree is stronger than its keystones, it's true. That's because Sorcery's tree gives you a shitload of stats while also basically removing your mana costs.
don't touch my celerity
Do note that I said they need to make a new rune tree if they want one focused on move speed. I think trying to combine mage burst and move speed in the same tree is diluting both options too much, and making the tree a mess.
They need to strip Celerity and Waterwalking from Sorcery, as well as Phase Rush, and they need to NOT PUT the new Nimbus Cloak into Sorcery. They're muddying the tree with a lot of random movement speed shit that doesn't make sense on a tree that's supposed to be for mages.
If they want a movement speed rune tree, they need to focus and make one, and not try to force it in a tree that should be about giving mages proper damage bumps and rotation improvements.
You have no idea how important Phase Rush is.
I really don't, but then again, it has no business in a mage rune tree. It needs it's own rune tree focused on move speed or to be dumped into another one that makes sense.
So if a mage wants to negate Wither or Trundle pillar, they're not allowed to because they're a mage? Other classes use sorcery too.
Holy shit...you're right
Now I just want them to replace gathering storm, celerity, and Waterwalking with the three keystones (nerfing them of course) and just create new keystones that actually feel impactful
every single champ i play that uses sorcery uses one at LEAST one of those.. and my main uses TWO of them...
soo no.. going to have to down-vote that...
or just give us our old runes and masteries back becasue they were much better, from my perspective at least. Back then you could adjust your runes and masteries to cater to specific champions. Now its whatever riot gives you you have to take, and IMO that will only make the game harder to balance because its too generalized. A nerf/ buff to a certain keystone or rune could easily make multiple champions really weak or busted. Take the precision runes for example, a significant change could devastate bot lane or make it even more OP than it is rn. i could be wrong but that's just how i see it.
Even with the Phase rush buff on the PBE I doubt it will increase its popularity much. Maybe they could add something more than just MS for a very circumstantial rune
Gives an absurd amount of slow resist already. That's a bit more than "Just movement speed" already.
yeah sure if melees get substantially more slow resist.
There is never going to be a moment where the slow resist combined with the MS is not enough close the gap/escape.
Having more slow resist is overkill.
except the problem with stormraiders before was ranged hard abused it.
Honestly that bit is only for kidnapper Kench montages.
Almost makes the rune good enough though lol
They are and they aren't.
Phase rush...Is just shit right now. Although there are PBE buffs.
Aery and Comet are designed to be more poke-oriented, and are closer to DPS than the Domination ones.
Comet in particular can be very strong if you properly reset it. Ahri can reset half of it with her W alone. And it scales down rather nicely.
Aery is good if you...well...are an enchanter. Gives you some actual, decent damage to your poke, and makes your shields a bit stronger (and, if you're someone like Sona, lets you shield while your primary shield is on CD).
Now, some mages just kinda get stuck there, because all options suck. But some do very well with it.
Your lack of game knowledge is why you think phase rush is shit.
It nullifies slows and gives you a MS boost, think outside the box of damage for one second and realize avoiding damage can be just as good as dealing it.
That's probably part of the reason that ultimate hat might be going to dominion. There are a number of mages that would like to take electrocute, but prefer the minor runes in sorc to such a degree that the trade off is not worthwhile. Giving some good mage runes in dominion makes it a bit more palatable.
That's probably part of the reason that ultimate hat might be going to dominion. There are a number of mages that would like to take electrocute, but prefer the minor runes in sorc to such a degree that the trade off is not worthwhile. Giving some good mage runes in dominion makes it a bit more palatable.
DOMINATION*
Don't ask me why I do that. Corrected them all on the other post, but forgot about this one.
Comet in particular can be very strong if you properly reset it. Ahri
Taking Comet on ahri [sg-miss-fortune] good joke.
The whole tree kinda needs an overhaul.
Nah aery's pretty cancer on someone that can spam it like Gnar top for abusing matchups
Ye, but the keystones aren't terrible. Just the other runes in sorcery are really fucking good.
The sorcery runes are better than the domination runes that I will agree with.
I believe that is why they are putting ultimate hat in domination.
Comet is a scorch times 3 so not sure how that is worse but idk maybe I'm missing something.
Phase rush is literally the rune that might aswell have in the tooltip "ok ap users you may now come top lane and actually survive". This rune can literally invalidate entire champions and you want to say it is weak?
Aery is pretty lame sure.
The only op sorcery rune is gathering storm and only after 40 mins.
"ok ap users you may now come top lane and actually survive"
Lol I love this. Like fuck you AP players, you shouldn't be allowed to do SHIT vs top laners. You should be on the balance team, they seem to use this logic on everything regarding AP champions.
Runes are hard to balance since ADCs and supports can abuse them for poke too.
You're not wrong.