Dark Harvest, No Longer Jungler Rune???

Elite4Runner··2 votes·1,845 views

I don't know FOR SURE but the tooltip shown on the PBE doesn't say anything about gaining souls off of monsters anymore.

https://2.bp.blogspot.com/-sOexTlOfUhQ/W8_ej474sDI/AAAAAAABJjo/v7aYAPV-XjQiGHKE1iYwMmICjz67vMwPACLcBGAs/s1600/DqPSLgdU8AA2tRN.jpg

base damage is 30-180 (based on level) (+4 x Souls) (+25% Bonus AD) (+15% AP)

So now there are even less runes that actually have any interaction for junglers. :/

They should change this to Champions and large or epic monsters, and have the cooldown cut significantly against monsters.

Even if large monsters are only worth half or a third quarter of a soul or something like that. Epic monsters should still have the same value of a champion.

8 Comments

Elite4Runner2 votes

Everyone is just ignoring the main point of the post.

THIS IS A HUGE HIT TO JUNGLERS

DabDog1 votes

i think they are testing different things out for pre-season. So the rune seems to proc on any ability and not just autos. It is being turned into an aexectuion rune and it can work as a jungler. it will end up going off as you or you and your laner chunk the enemy below 50%. the rune is designed to burst and execute.

"A new version of Dark Harvest hits PBE tomorrow. Read the image for a more complete picture, but base damage is 30-180 (based on level) (+4 x Souls) (+25% Bonus AD) (+15% AP). This damage is Adaptive."

Elite4Runner1 votes

It is still a stacking rune, but stacks ONLY come from champions, so it no longer rewards junglers for clearing camps.

I don't like that because now the only keystone that directly benefits junglers while they are clearing camps is Fleet Footwork.

Madsin251 votes

Up-front damage down.

Back-end damage up.

Disgusting change.

Elite4Runner1 votes

{quoted}

Up-front damage down.

The base damage is increased by 50% - 300% based on level, .. so I'm not sure see how this is a decrease in "up-front damage"

Back-end damage up.

The ability to scale with this rune is now more favorable for laners because they are more frequently in combat with enemy champions, and are more likely to find situations where they can apply damage to a champion that is below 50% health every 40 seconds.

This is my problem with the change because it is far less appealing for junglers to take this rune. If junglers can still gain a quarter of a soul from large monsters with a shorter cooldown timer, they would be able to keep up in scaling without needing to gank constantly.

I understand that it may be the goal to encourage junglers to gank more and not just afk farm the jungle, but they will need to either be ahead enough to force the enemy below 50% health, THEN deal damage to them to collect a soul, or rely on their laners to already have their opponent close to or below 50% health when they are nearby in order to gain a soul from ganking.

Disgusting change.

I don't know that it is "disgusting" .. but it seems backward to me.

Tormentula1 votes

It just looks like electrocute to me.

Same base damage, resets in teamfights pretty much, and while the scaling is a little lower, the stacking does still increase its damage off of champions.

The only real trade off is that you have to get somebody below 50% to proc it, so the real late game of it is just when you other abilities scale enough to pull that off in a combo.

DabDog1 votes

it is an execution keystone for assassins. This procs on spells or any damage you do not just autos. it also will always proc when they r under 50% so no waiting for camps or cannon to use it. It resets with a kill/assist which gives it better team fighting and for it to be used on multiple people still which is a plus but the main thing is how it doesnt require the auto it just procs on your damage period.

Rexxiee1 votes

Junglers need hard nerfs anyway, role is overpowered.

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