A suggestion for Dark Harvest to distinguish it from being a "better electrocute"

SayoriIsBigSad·11/27/2018, 3:36:26 PM·1 votes·789 views

Base damage: 40-80 ⇒ 10-80 Damage per Soul 5 ⇒ 1 - 9 (Scaling with levels 1 - 18) Base Cooldown: 45 ⇒ 20 Reset CD: 1.5 ⇒ On Kill: 6 - 0.5; On Assist: 10 - 2 (Scaling with levels 1-18) Scaling: (25% bonus AD) (15% AP) (15% [+1% per Soull] Bonus AD)(10% [+0.5% per soul] AP) Now Procs if damage brings champion below 25% hp Now gives an additional soul if you get the Kill

I thought that this would be more suited as a scaling rune or a teamfighting rune rather than a "You have to back at half hp" rune. My goal is to make it more reliant on trading, skirmishing or roaming to scale. The cdr change is to stop the snowball early but to make it the premiere Teamfighting rune late. Also It would be sad if you ulted someone at 60 hp and they lived with 2 hp cause dh didnt proc.

3 Comments

Hotarµ11/27/2018, 3:42:08 PM1 votes

I honestly don't think Dark Harvest will ever work in it's current state. It's just too powerful, I mean, it's literally free damage. At least with the old Dark Harvest you had to stack it and even then it wasn't overbearing most of the time.

OneMustFall11/27/2018, 3:42:33 PM1 votes

It's already weaker than Electrocute until late game, this would make the Rune completely useless. It's perceived strength came from before it was hotfixed.

mack911211/27/2018, 4:28:32 PM1 votes

The rune is already weaker than electrocute before it gets 20 stacks which in any regular match is not easy and that is not including the better scaling on electrocute for bonus AP ad

It is a scaling rune for if your team comp goes late.

Consider as well under the old system 150 souls is equal to 26 souls under the new system.

Really look at the math just don't hype..