The new runes shouldn't scale to infinity.

DragonShea··2 votes·1,270 views

Well for starters getting AD or AS per hit and then stacking it to infinity is gonna break the game, likewise for the Resolve tree. All this Infini-scaling is bad. I Press the attack has to have a cap like fever did because at least now it can be used on The Kog and AP bruisers, otherwise it would one-shot people. Likewise Lethal Tempo should only allow champs to push the AS limit to 3.30. because it's otherwise is too damn much because I saw in one of Vandrill's videos that a jinx got 90.00 AS. 90 FUCKING AS. While Kindred got 10.67 AS in another of his videos. I am just wondering, what the fuck is riot smoking when designing the runes because they just prolonging the current meta, just worse than it already is.

Also on a sidenote, not many rune options are out for Juggernauts and mages as they are clearly made in mind for Assassins, ADC's+Skirmishers, Tanks and Enchanters/Support.

7 Comments

Lord of Math1 votes

But endless stacking Rageblade on bard, plus infinite tankiness.

Mysticman891 votes

Very precisely managed scenarios to produce certain crazy outcomes are not realistic representations of how they actually turn out, and if they tuned things so you couldn't get crazy results in unrealistic situations, they'd feel completely worthless in realistic ones.

Veigar/thresh/nasus/bard/kindred all exist and don't become absurd most of the time, the various infinite stacking runes probably aren't going to be much worse. The exact tuning may be spicy for a bit in some cases, but infinite potential makes for attractive fantasies.

DragonShea1 votes

{quoted}

Very precisely managed scenarios to produce certain crazy outcomes are not realistic representations of how they actually turn out, and if they tuned things so you couldn't get crazy results in unrealistic situations, they'd feel completely worthless in realistic ones.

Veigar/thresh/nasus/bard/kindred all exist and don't become absurd most of the time, the various infinite stacking runes probably aren't going to be much worse. The exact tuning may be spicy for a bit in some cases, but infinite potential makes for attractive fantasies.

Yeah true, but when you got infinite scaling on champs that don't naturally have it it's gonna make them verrrrry strong. Considering that infinity scaling champs are designed to have ramp up and because it's a natural part of their kit, it doesn't break or ruin the champion(s), just gives them a different style of play.

The Last Ballad1 votes

it doesn't break or ruin the champion

Tell that to Kindred, who needs early game power to gain their stacks, but have their power locked away behind the stacks. Its better with their rework, but not by much.

King of Demons1 votes

It will barely be stronger than Fervor of Battle unless you're in a best case scenario. It's okay, it's a long ramp up time

Critmaster Garen1 votes

the resolve runes arent bad when it comes to balance.

with overgrowth you can only get a fixed value out of them over the course of a game, that basically depends on minion waves spawing, which makes them easy to balance. its not hard to estimate how much value someone can get out of the rune.

usually youre going to end up at 6% total health increase lategame. 10% if you do nothing but split push 400 minions in a 40 minute game. the fact that it doesnt rely on your cs but only on the number of minions youve been in xp range of when they die reduces variance on the rune drastically. even when youre forced to play passive and lose a lot of cs, youll get pretty much the same value out of it.

grasp is kinda terrible because you cant rely on being able to stack it. you cant nonstop trade into any matchup, but you can into some. its best to only pick the keystone into these matchups and chose something else when grasp wouldnt be guaranteed to be strong.

however, no matter how much health you stack off those runes, % health damage itemization exists. so there is somewhat of a cap on what you can get out of these runes.

gathering storm is also rather easy to balance. its the same as overgrowth. its a fixed payoff over game time.

the real issue are runes like press the attack and lethal tempo that either snowball througn fights, or are incredibly inconsistent how they synergize with champion kits.

while the defensive runes are fairly consistent how much power they provide despite their infinite scaling, the precision runes are wildly inconsistent. either they will be absolutely bonkers when the user has an easy time to stay on target, or its going to be almost useless when hes repeatedly forced to switch target.

and lethal tempo is just wildly inconsistent how it benefits even individual attack speed focused champions.

The Last Ballad1 votes

Likewise Lethal Tempo should only allow champs to push the AS limit to 3.30. because it's otherwise is too damn much because I saw in one of Vandrill's videos that a jinx got 90.00 AS. 90 FUCKING AS. While Kindred got 10.67 AS in another of his videos.

That Jinx had over a hundred kills, in a constant feed from the first kill to stack her passive(I shouldn't have to tell you why this is unrealistic), and the Kindred had 200 stacks. Sometimes Kindred is lucky to get 5 of them, and even getting 20 in a game would have to have the Kindred be fed as hell and the game go on past an hour.

I Press the attack has to have a cap like fever did because at least now it can be used on The Kog and AP bruisers, otherwise it would one-shot people.

What champ could live long enough to let this stack on them to such an amount that half of the stacks are able to one shot someone? You are worrying about situations that are not possible under reasonable conditions!

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