How to balance 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
, 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
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!