Can we slightly buff Runic Blessing?
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Instead of only refreshing on death, it should refresh every time you recall.
Like
Instead of only refreshing on death, it should refresh every time you recall.
Or buff the heck out of it for a 5% health shield.
I was thinking it should scale with level and yes, refresh on recall would be good too.
Even if it scales on level, it wouldn't mean much if it all goes level 1. Not a bad idea, but it should have the refresh on recall perk.
Problem is pesky toplaners who may pick it but since the shield can be destroyed easily by minions, i guess it's worth.
Even if it scales on level, it wouldn't mean much if it all goes level 1. Not a bad idea, but it should have the refresh on recall perk.
Problem is pesky toplaners who may pick it but since the shield can be destroyed easily by minions, i guess it's worth.
Make it so it only takes damage from Champion/Monster/Tower damage. Problem solved!
To be frank you guys are making it an OP, no-brainer, always pick mastery but with the new jungle and extra damage effects on dragon we should probably throw the tanks a bone
It is DEEP in the defensive tree, yet gives almost no real reason to get it.
Compare it to its counterparts, Legendary Guardian or Second Wind, and you can see why everyone hates it
It is DEEP in the defensive tree, yet gives almost no real reason to get it.
Compare it to its counterparts, Legendary Guardian or Second Wind, and you can see why everyone hates it
but it's stupid to compare it to the strongest masteries in the tree that you always take vs the masteries you actually have to choose from at the end of the day to hit that 31 point talent. runic blessing should be compared to 1.5 armor or mr, the scaling armor and mr from nearby champions...
How the fuck is that op?
It's literally a 50 hp shield. What the fuck is that going to absorb? A mage basic attack?
Swap it out for the capstone of the defense tree with Tenacity and then buff the hell out of it. Ten percent max HP shield that refreshes every time you recall.
or a much smaller shield that works similar to malphite's passive.
That's a pretty huge buff. Personally, I think it needs a buff that size (masteries deep in a tree are supposed to be late game oriented), but I'd rather have it be a % max hp shield.
How is refreshing at recall a huge buff?
Are you going to spam recall to assure you have those 50 extra hp all the time? While losing creep waves after creep waves because you are too busy recalling for those 50 extra hp.
Think about the number of times you recall vs the number of times you die. Hopefully, you're recalling a lot more than dying.
Also, once you have pair of homeguards, the cost of recalling from somewhere like wolves is pretty minimal.
That's the point.
Look at it this way.
Tank junglers can barely clear the jungle in its current state. They get so fucking low doing it that they are forced to recall all the time.
No one will ever get this item in the lane where they have to be constantly trading with the enemy laner and the shield is literally meaningless there.
And the Good junglers atm, like Lee Sin, all go 21/9/0.
Warwick is an exception but he is broken as all heavens so who cares.
That's the point. -snip-
We're on the same page here that this would be a good buff. We just disagree about how big of a buff it is.
So having a 50 hp shield everytime you go base is a huge buff because it you have it more times?
So if Riot made it refresh after a kill or assist, the mastery would itself be broken by your books.
Despite being nothing but a 50 hp shield.
Right now runic shield is basically useless. Refreshing on b would double it's power, imo. Double useless is still not strong.
Imo, a 2.5% max hp shield that refreshes on kill, assist, or b, would be a good size buff.
Think about the number of times you recall vs the number of times you die. Hopefully, you're recalling a lot more than dying.
Also, once you have pair of homeguards, the cost of recalling from somewhere like wolves is pretty minimal.
Well you see if you fight the jungle or well anything else then an all out fight til the death In all cases where you don't fight til the death when you happen to have the shield up it pretty much has the value of 1/3 of a health potion... I guess flask is pretty strong too then? After all it gives you more then 50 hp "extra" every time you back
You seem to be under the impression that I don't want this change. That's not the case. Runic Dierks is so useless right now, I want this change and more. I'm just not pretending that doubling its power is a small buff.
imho, it should be a 2-4% max hp shield that only works against champion/monster/turret damage that restores upon returning to the spawn.
but that would probably warrant making it a t5 instead of t4 mastery.
But honestly, the tanks could use something that strong. The new jungle is super tough and tanks are somewhat UP anyway.
My version: Killing a unit grants a 10 health shield. Max: 60 health shield. Killing a champion, Baron, or Dragon grants a 20 health shield. The shield does not have a time duration. All values are halved on ranged champions.
that's whole 10 hp more!
WOW you are so generous!
Shame that killing an unit will most likely lose more hp than u'd gain for a shield..
Just make it 50hp + 5% of full hp, which renews every 3 minutes or in base.
I think that the shield should only kick in once you get below 50 health or something because now the longer you maintain to have the shield, the longer you don't make use of health regeneration.
Scaling on level and refresh on recall could work pretty well if it's balanced that is... You don't want too much early-game defense out of it, but having it especially for the new jungle, would REALLY be nice on recall.
Also poachers needs a buff.
Runic Shield : Creates a shield that will absorb a single large monster attack (fully negate damage). Once the shield absorbs an attack, it will explode dealing 'X' damage in a small radius. Receiving a buff from a jungle monster refreshes this shield.
-Shield scales as game progresses, in which it fully negates the damage of a large monster. -Helps tanky junglers clear a little faster and a little safer, not so much for offensive junglers (deep in defense tree) -Conditional refresh, allowing it to be used several times (Jungle buff received from red/blue, any Smited small camps, Dragon, and Nashor) -Fits Runic theme, interacting with jungle buffs (Runic Affinity in utility tree that exends buff durations). -Not that great for laners (Original intent for it was to help in jungle invades, assist in mitigating damage from first clear. It is clearly a mastery not intended for laners, but to help junglers).
I think you're missing the intent behind it. Runic mastery is intended to help Junglers with their initial clear. Originally it didn't refresh at all (and gave a bigger shield), but that were complaints during it's stay on the PBE.
A buff would still be nice for the new jungle.
10+(champion levelx5) refreshes every 15 seconds without taking damage?