Rune changes that made it to PBE

ValyrianBlade·3/24/2018, 1:36:25 PM·1 votes·228 views

I'm pretty confused about what the thought process was behind some of these runes changes... they just seem SO off to me.

All resolve combination bonuses being changed from flat HP to scaling HP. Why does every other tree give bonuses that help you right from the start of the game, but resolve becomes a scaling tree? Tanks benefit far more from flat health early than they do from scaling health (i.e. they want it to help them survive lane). If the general consensus is that tanks are just too strong, why gut it for any non-tank that wants the survivability early (say in a tough matchup)? It feels pretty imbalanced to make any resolve users get so much less stats at level 1 versus users of any other tree, and I foresee a lot of current resolve users opting to go Inspiration/Sorcery instead to at least get some stats earlier on...

Sudden Impact getting it's cooldown increased from 4sec to 25 sec: This one was reverted, but seriously what was going on in your heads here? Sudden impact could be strong, but increasing the cooldown by more than 6 times?? Why not start with 6 seconds or 10 seconds?

Gathering Storm getting altogether nerfed (also reverted): Was never aware this rune was a problem. I actually kind of liked it in some situations, but even then was situational as someone who initially called this rune as potentially overpowered, and that whole time everyone is on me saying it's a noob-trap and is one of the weakest runes in the game (largely because it gives nothing early, so see what's going to happen to resolve). And then it's getting a nerf? If anything I thought the direction to look at this rune would be buff...

Cut Down getting buffed (also reverted): This rune felt strong to me, bonus 12% damage to targets with more health than you? Then you're lowering the threshold from 2000 more health to only 1500? Are we trying to get Azir to take it?

Manaflow band: I don't even know if this is a buff or a nerf because I dislike the idea of this rune as a whole (make people manage their mana please...). However, I think it was a lot better situated with the free spell mechanic because how much mana it saved you depended on if you used your expensive spell for free, or a cheap spell... You're taking away skill expression here...

Presence of Mind: No real problem here, but why are so many things being tuned to ultimates? We have such a variety of ultimate cooldowns in this game (from Kog'maw/Kassadin to Diana to Lux to [insert majority of champions here] to Karthus). Seems like a risky balance lever. (I actually bought Zeke's the other day because I had Righteous Glory already and intended to make the second Glacial Shroud into an IBG but had to recall without the appropriate amount of Gold and figured I'd help out my ADC instead without even realizing it had been changed to depend on using my ultimate... my bad for not paying attention I guess, but it seems such an odd decision to put on the item [although I ended up significantly outdamaging my ADC as a full tank, so maybe the item gave me mad damage, I really don't know, I didn't feel its presence at all]).

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