How to balance Aftershock

so indifferent··3 votes·933 views
Aftershock

Hello Riot Game(s) Balance Team, hello League enthusiasts, Lux haters, Aftershock despisers and even Teemo players. I came here today to talk about Aftershock, a really problematic rune in my opinion, maybe it's hard to balance, maybe it's hard to please everyone or any other reason, but I've come with some ideas on how to balance it.

So - Aftershock is a rune from the Resolve tree, which I think it's intended for tanks, so everything I say will be based on the assumption that AFTERSHOCK was intended as a TANK rune.

We have this: Immobilizing an enemy champion grants 70 (+ 50% bonus armor) bonus armor and 70 (+ 50% bonus magic resistance) bonus magic resistance for 2.5 seconds. The bonus resistances are capped at 80 − 150 (based on level). After the duration, you release a shockwave that deals 10 − 120 (based on level) (+ 4% of your maximum health) magic damage to nearby enemy champions and monsters.

To make it better for tanks and worse for ranged champions that abuse this like Lux Lux , we need to remove flat amounts from it and add more scaling.

From the resistance part of the rune, we can remove 50 of both bonus armor and bonus magic resistance, we can increase the scaling by 10-20%, not too hard since we don't want TANK META again, keep this in mind riot games.

About the damage part now, we can increase the damage you deal, not really looking to increase tha flat amounts but the scaling part, we keep the 4% maxium health increase and we can make it deal damage based on bonus armor and bonus magic resistance you have, not affected by what the rune gives you.

Tanks are supposed to be in your face, so we reward the tanks that take aftershock by making them deal more damage being around you, a Lux Lux isn't really supposed to be in your face, so she doesn't care about the damage she deals with aftershock but she cares about the resistances she gets and how safe it makes her in lane and when making a HIT and RUN play.

Also, we can lower the cooldown so in an extended fight, a tank can get another proc and more damage but that could benefit ranged champions aswell.

We can make the runelast longer, so you get resistances for a longer period of time, after stunning people they can't really deal damage to you, so depending on the duration of the stun the resistances can become obsolete really.

Having less flat amounts will make the rune really bad for champions that take it but don't build resistances and better for champions that do build it.

OR MAKE RANGED CHAMPS NOT ABLE TO TAKE IT? OR JUST REMOVE THE RUNE?XD

Anyway, proposed numbers are in the image I posted.

Thanks for reading!

10 Comments

Beerstein1 votes

The problem with removing flat and adding scaling is it makes it really weak early game, it also means with generally weak tank items, depending on enemy team comp, a tank would need 1-2 core items plus armor item plus mres item for it to really start to come online.

I say just remove it from ranged or make the scaling based on health, armor, and mres, rather than just armor/mres since tanks have a lot of health options in their core builds. By that I mean make the armor and mres also scale off HP on top of armor/mres. (not just damage)

so indifferent1 votes

It shouldn't be that good earlygame, it should just scale really well and that's what I'm trying to balance it like, since the problem is the earlygame!

Beerstein1 votes

[{quoted}](name=so indifferent,realm=EUW,application-id=3ErqAdtq,discussion-id=6H1rEqmh,comment-id=00000000,timestamp=2019-06-30T19:38:32.333+0000)

It shouldn't be that good earlygame, it should just scale really well and that's what I'm trying to balance it like, since the problem is the earlygame!

Then what are you going to compensate tanks with? They can be some of the weakest early game champs. You want to trashcan tanks to fix lux abusing the rune? As I mentioned, it takes a really long time for tanks to come online without it. This helps allow them to not be completely passive early game. Taking that much power from early game aftershock would probably drop Amumu win rate by 5% for example. I haven't played Rammus in a while, but last I did he was super weak early.

We're talking a short game meta this season, without it tanks would literally never come online. The game would be decided before they could.

so indifferent1 votes

Nobody likes tank meta anyway, they aren't fun to play as or against, and when they do come online they will be very good! If you don't want tanks to get affected then make ranged champions not able to take the rune

Beerstein2 votes

[{quoted}](name=so indifferent,realm=EUW,application-id=3ErqAdtq,discussion-id=6H1rEqmh,comment-id=0000000000000000,timestamp=2019-06-30T19:42:39.592+0000)

Nobody likes tank meta anyway, they aren't fun to play as or against

Ah, that explains this thread.

ChaosLordMadis2 votes

[{quoted}](name=so indifferent,realm=EUW,application-id=3ErqAdtq,discussion-id=6H1rEqmh,comment-id=0000000000000000,timestamp=2019-06-30T19:42:39.592+0000)

Nobody likes tank meta anyway, they aren't fun to play as or against, and when they do come online they will be very good! If you don't want tanks to get affected then make ranged champions not able to take the rune

Yes because you have to create a tank meta to make tanks viable again.... And some people do like playing tanks. They just don't do it right now because they are not worth playing.

Hotarµ2 votes

Maybe something like a reverse-Exhaust effect? Something like: "Immobilizing an enemy champion grants X bonus resistances and reduces your damage dealt by 30% for the duration."

Wouldn't be the most elegant solution, but it would solve the problem of other classes taking Aftershock with almost no large downsides.

Tying it to attack range would be good too, although that wouldn't solve the issue of some champions like Pyke or Sylas using it.

Beerstein1 votes

{quoted}

Maybe something like a reverse-Exhaust effect? Something like: "Immobilizing an enemy champion grants X bonus resistances and reduces your damage dealt by 30% for the duration."

Wouldn't be the most elegant solution, but it would solve the problem of other classes taking Aftershock with almost no large downsides.

Tying it to attack range would be good too, although that wouldn't solve the issue of some champions like Pyke or Sylas using it.

Actually, it could work similarly to gargoyle stoneplate like that. 30% reduced outgoing damage with one enemy near, 20% with two, 0% with three, +20% with 4 and +30% with 5.

It would also prevent it from becoming dependant on you getting fed as a tank (item based scaling) as the OP suggests.

Basically, it has a negative and positive end, but the negative end isn't as impactful on tanks as it would be on anyone else.

So the second you CC them YOU lose damage, but gain defenses. Champs that play for damage would definitely not like this reduction. It'd have to add defenses accordingly to counter it, but that again plays towards tanks and away from others.

In addition, if you have 3 enemies near, you lose no damage, more and you gain damage. Situations where everyone but a tank would die even with the defenses.

Maybe double the duration and have the debuff/buff ramp down over the duration.

Askarth1 votes

I don't like the idea that aftershock has preference to stunners over other picks like Dr.Mundo.

Is it tank = STUNNER?

Roy Mustang FMAB1 votes

The flat 70 resistances is just to much its not even the first time aftershock was problematic for this very reason(it made Lissandra way to safe) and its not going to be the last time if its not changed, i would rather see the flat armor and mr be exclusive to melee champs just to avoid the problem to ever happen again, Lux is just a result of aftershock being too good it just gets rid of her biggest weakness(being very squishy), Iceborne should get the same treatment(being melee only) it makes ez so safe to play made Viktor top possible and now Karma top again...

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