A Question I have about the Rune: Scorch

BLIGHTBRINGER··2 votes·1,634 views

https://i.imgur.com/Iw6SPzz.png[]

##If the Scorch Damage Numbers were Nerfed in exchange of a Cooldown removal (to make it somewhat similar to Deathfire Touch) would it be still relatively okay as a Rune or would this make it too strong?

####Number change example...

  • Magic Damage changed from 15 - 35 to 5 - 15 Magic Damage over 1 second

But preventing this from being a less than a half-second spammable effect (like Cassiopiea E), make the damage not stack on top of each other upon damaging an enemy again before the effect is over and only occur again after the first tick of damage finishes which would still be 1 second.

I just want continuous damage, no matter how low or weak it would be. I just want something like Deathfire Touch was...

##One more thing...

Both of the Runes next to Scorch are permanent affects. Waterwalking gives a permanent movement speed increase when in the River and bonus AD/AP, and then Gathering Storm always continues increasing your AD/AP as time progresses in game.

I wish Scorch wasn't restricted to a cooldown, even if it meant that the damage was lowered.

6 Comments

Posui Gart3 votes

I just want continuous damage, no matter how low or weak it would be. I just want something like Deathfire Touch was...

DFT was trash on everyone except dot champs and Jhin. Why do you even want another one? Scorch has its role as an early game rune for better trades, and it does its job properly.

ModThe Djinn1 votes

Magic Damage changed from 15 - 35 to 5 - 15 Magic Damage over 1 second

This would make it too strong. Scorch currently does between 1.5 and 3.5 damage per second once it's 10 second cooldown is taken into effect, and this change would move it closer to 5-15 damage per second -- about a 400% power boost on anyone with DoT effects, and still a 200%+ boost on anyone with less than 20 seconds between their poke.

BLIGHTBRINGER1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=3X3HEj9G,comment-id=0001,timestamp=2019-09-20T11:45:06.768+0000)

Scorch currently does between 1.5 and 3.5 damage per second once it's 20 second cooldown is taken into effect

https://i.imgur.com/1bypT0D.png[]

Where are you getting those numbers from, because it's not what you said it is, unless you counted the damage based on resistances.

ModThe Djinn1 votes

{quoted}

https://i.imgur.com/1bypT0D.png[]

Where are you getting those numbers from, because it's not what you said it is, unless you counted the damage based on resistances.

Mistyped the cooldown as 20 instead of 10.

15-35 damage per instance, divided by 1 instance per 10 seconds, is 1.5 to 3.5 damage per second (before resistances are applied). If you remove the cooldown it's just strictly stronger even if the damage is reduced as long as you can hit one DoT effect or 2-3 spells in that time.

Modl Ryden l1 votes

Sona mains gain LP like a couple of mad lads

True Garen1 votes

This was done in patch 8.16. Previously, it had a 20s CD and damage 20-60. (And this was considered a general nerf.)

I wouldn't call Waterwalking a "permanent effect" - it's highly conditional. However, the idea is for Scorch to contrast with Gathering Storm. Scorch is an early game Rune that scales poorly, GS is the opposite. (I guess that Waterwalking is sort of a middle ground, being effective all match, but only in a (important) fraction of the map.) These are only T4 masteries. (Although, GS is disproportionately effective in low MMR.)

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