Quick analysis of the state of some classes with this new rune system (Tanks, ADCs)

Dani California·11/9/2017, 10:09:42 PM·2 votes·357 views

I was playing a game where I was Riven and the enemy Caitlyn (who was the same level as me) had the same armor as me while dealing more damage than me. Lifesteal tanking is already an issue as we all know and with supports ADCs feel even harder to kill than before. Lethal Tempo makes fighting ADCs a nightmare and they feel like the most OP class by far. Press the assault essentially makes crits do 262% damage instead of 250% with IE. Late game ADCs on average can autoattack 2 times a second. Let's be generous and say a crit does 200 damage to a heavily armored tank with 6 seconds of press the assault it will do 224 x 12 = 2688 damage on a frontliner! And we all know ADCs hit harder than 400 damage a second. That's not accounting for the other damage sources on that champion during those 6 seconds....this mastery should be 10% damage from all sources but for 4 seconds. Lethal tempo should also be toned down by 15% lategame.

In terms of junglers, would it be bad to ask that every melee fighter (maybe tanks too?) get a buff on their base attack speed and armor ? A lot of us were reliant on the attack speed from runes and some junglers cannot clear as well as they could before. This makes champions like Olaf and Wukong feel exponentially weaker in the jungle.

Tanks stats feel terrible and the odds of getting more than 200 hp from grasp of undying with how fast the game ends is very low. We would of got more out of the old system where we could take armor quints, veteran scars and scaling health yellows. To fix this, tanks should get a buff to their base armor and the numbers in their tree should get brought up. 8 armor and 8 MR after 10 minutes? We could of gotten that at the beginning before! Tanks should get buffed to universally have that at game start and that mastery should be replaced with something better.

In general, I do not have enough complied experience with supports and mages yet. But as a mage I definitely felt the utility from runes like manaband. Masteries like glacial augment made champions like Shyvana feel SOO much better even though the lack of AD runes made me feel weaker earlier. Ultimate hat is also a great mastery. However, champions like Rumble and Singed do not have a mastery they could reliably take. Why not add some more masteries for niche champions like these? The inspiration tree is very ambitious but sometimes seems like a gimmick. Adding new masteries could make this tree feel much better and thus make it even more unique. Don't be afraid to go overboard with defensive stats, tank masteries don't need damage.

These are just some thoughts I had on the new system. I like the potential of the new runes! I think it goes without saying towers should deal more damage or be tankier. What if we added some percentage of health damage on towers? Or if we brought back the shield on tier 2 towers from past seasons?

TLDR: ADCs still OP and hard to kill than they should, Tanks feel squishier than before, Some masteries are really good on champs, some champs have no mastery they could use effectively, buff base stats for melee champs and fix resolve tree.

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