Thoughts on Conqueror / top lane, help me to figure this out :)
So I guess most of you are already aware of the new keystone being tested on PBE. Which, as it seems, is part of the answer rito is attempting to provide for bruisers. Although, I'm aware it's not specifically designed for them, however, hype seems to be about it.
TL;DR: I think Conqueror will benefit tanks with sustain more than anyone else during laning.
Reasons what makes me believe so:
- Grasp of the undying is most felt during laning and is most effective there, where trades consist on numerous small engagements when it can proc numerous times in relevance of total HP pool. As a result, it's not picked due to mid-late game. It's self evident if we analyze the current meta, aftershock is always preferred otherwise. It's also not picked in mid lane where trades are more 'bursty'. And champions get themselves in kill range way more often.
- Conqueror requires 4 seconds to ramp up. This favors champions who can take a beating. And secondly, tanks build bamicinder / sunfire. Allowing to ramp it up in relatively safe distance and essentially have it on at all times. And use it from a defensive position.
- It provides more base damage out of nowhere, other than just true damage conversion. So you're not really at big disadvantage for going full defense items.
There is also second isssue: currently only defensive mechanics to true damage is HP (shields + heals falls under this) and dodge mechanics. So expect tanks to build a bit more hp. I'm also curios how Shen will fair, one who has shields / dodges and does max hp % damage on continues basis, who was always, fair to say, the odd one.
Now it cannot be easily fixed as to remove the ramp time essentially giving more easily accessed damage, Skirmishers and some Bruisers will be able to replace Slayers. Thus launching as back into something similar of Season 6 tank ekko / tri force fizz. (Simply because chuncking someone 4/5 isn't even half as effective as 100-0, thus removing the gun opponent team has. While also building more damage past 100-0 does not provide much of a benefit either, damage balancing is a lot more black-n-white than anything else it seems).