Remove/Nerf Conqueror

Jailey Bay·6/21/2018, 8:18:36 AM·2 votes·1,537 views

Conqueror really needs to be toned down or removed. After lots of recent experience with it, the bonus damage it provides is ridiculous. I had a recent game where my 18/5 Lee Sin had gotten 1.5k damage from his electrocute, and the enemy yasuo, who was 14/5 had gotten 3.8k true damage. That is not okay. It needs to either scale up with the game, so it isn't so crazy early game, or it needs to be lowered/removed in general.

Any suggestions/thoughts encouraged.

14 Comments

BlueBilberry6/21/2018, 11:09:06 AM2 votes

I am speaking as a peeved support main here.

And, let's be blunt - it's not just conqueror - but an increase of those things that are not possible to counter and the other player is powerless to stop (and hence unfun):

  1. True damage generally. (E.g., Conqueror, Pyke's ult, the new Aatrox that's about to come out, Velkoz, Camille's Precision Protocol, Fiora's Lunge and Grand Challenge, Darius's Noxian Guillotine and his interaction with Conqueror, Vayne's Silver Bolts, Twitch's true damage over time, Infinity Edge, etc.). Hasn't anyone ever noticed that those champs that we complain about the most damage-wise are usually the ones affiliated with true damage in some way? And it is usually because there is just no counter to the true damage. The true damage stupidity has to stop.

  2. Self-healing. Sure we complain about the shields and the healers, but have we stopped to look at how bad self-healing has become? I love Mundo and Yi - but their self-heals have been anti-fun. And lots of the divers and assassins really have too much self-heal. Similarly, the "how on earth did he survive that" situation created by Triumph has been utterly ridiculous. Vampire sceptre, Death's Dance, Hextech Gunblade, Ravenous Hunter, and so on have been silly inventions. If we are going to have healers in the game, let's have them - but having champs that persistently heal themselves renders the healers' roles utterly pointless. (When single self-healing champions are having more heals that the enchanter support healer - you know that there is something amiss.)

  3. Self-Shielding. This has been a crazy one too. Sure, let's complain about too many shields in the game - and let's nerf the supports. But we leave the self-shielding champions alone??? Diana's shield lasts for 5 whole seconds, Skarner's lasts 6 seconds, Jarvan's lasts for 5 seconds and let's not get into Yasuo's shield abuse with layer upon layer of potential self-protection - and yet we insist that those champions that shield allies have shields that lasts 2.5 seconds or less. Once again, if you keep track of the forums, quite a few of those "OP" champs that people have complained about have often featured some form of self-shielding (combined with the above) that renders them unfun to play against: Camille, J4, Shen, Yasuo, Riven.
    Simply, if we are going to nerf shields in the game, then let's make it even across the board. Let's satisfy those maniacs who want the game to be a bloodbath. And if we do have self-shielding in the game that lasts more than 2.5 seconds, then at least put it on the actual tanks. Why bother having supports in the game if nearly every champion out there is capable of self-healing and self-shielding?

And I could go on. I would like to close with one final observation: I noticed that those guys same guys who are putting into their streams their complaints about heals and shields being op and abused, well they are quite often the same players who are manning champs that often feature all three of these things above. If they seriously want balance, then let's actually do it across the board - and then let them think about what they are actually whining about.

Warlord Rhinark6/21/2018, 10:45:00 AM2 votes

The problem with Conqueror is, that it's probably one of the only viable keystones on a lot of Bruisers in the game.

If we remove it, we have to come up with an alternative because Bruisers really had nothing going for them when Runes Reforged first came out.

Also, the fuck is this?:

I had a recent game where my 18/5 Lee Sin had gotten 1.5k damage from his electrocute,

The hell does that have to do with Conqueror?

Seems like excessive crying if you ask me.

Solicitude6/21/2018, 12:21:32 PM1 votes

As it seems from what you are saying, Conqueror is broken. In reality, its indeed strong but has some weaknesses, its definitely not OP. And the stats you are providing, though true, they are somewhat misleading. Let me explain.

True damage ignores armor and magic resist (you already know that, though). That said, true damage is mostly effective with people having high defenses, but against people with low defenses its weak, far weaker than electrocute. Also, Electrocute offers a lot of burst, while Conqueror gives better sustained. If you play with conqueror and checked on its stats, not just the damage, it shows 2 things, true damage dealt and damage that would have been mitigated, which is in fact the "additional" damage that this rune provides.. If you play against tanks you can see that its extremely effective, since the damage that would have been mitigated is high. On the other hand, if you fight against squishies and people with low resistances you will see that the damage that would have been mitigated is so low thats its not much worth. If you test conqueror and electrocute against someone with low resistances you will see that conqueror offers little to no value. Its not the actual "true damage dealt" that matters but the damage that would have been mitigated, this is the real additional damage the rune provides.

Also, true damage is, in a sense, the counter-part of physical and magic damage. Physical and magic are "countered" by resistances, while true damage is "countered" by health.

Liquid Sloth6/21/2018, 8:27:15 AM1 votes

I miss adcs.

remakoro6/21/2018, 11:23:09 AM1 votes

Removed

AirKingNeo6/21/2018, 11:56:42 AM1 votes

nerf something that is weak? I'm sorry, but what?

DragonShea6/21/2018, 8:48:54 AM1 votes

{quoted}

Conqueror really needs to be toned down or removed. After lots of recent experience with it, the bonus damage it provides is ridiculous. I had a recent game where my 18/5 Lee Sin had gotten 1.5k damage from his electrocute, and the enemy yasuo, who was 14/5 had gotten 3.8k true damage. That is not okay. It needs to either scale up with the game, so it isn't so crazy early game, or it needs to be lowered/removed in general.

Any suggestions/thoughts encouraged.

tone down on the true damage. make it around 5%-10%