Afterschock idea for Riot

Nameless Drifter·3/27/2019, 12:49:33 AM·7 votes·5,568 views

If you haven't heard the plans to nerf Afterschock for patch 9.7 have been pushed back with Riot Balance Team excuse that they feel like "they are rushing it".

What about we remove all damage from afterschock, because this is a Resolve Tree not a damage tree. And we make Afterschock give 35-65 bonus armor and magic resistance + 40% of the champion bonus armor and magic resistance ( The 40% does not count the actual resistances of the afterschock effect itself).

This will make Afterschock for champions that dont naturally build resistances, fairly pointless to pick, because the resistances that you will get arent significantly effective in mitigating damage. However this will assure that tanky champions still get the tankyness feeling that aftershock gives as they stack up items.

12 Comments

iPooUnicorns3/27/2019, 1:18:58 AM4 votes

So you mean the original version of Aftershock?

BigFBear3/27/2019, 4:12:50 AM3 votes

pls no % bonus armor.

There are many tanky champs who dont build much armor but are still tanky (for example I go item 3800 item 3053 on Voli. That's just 30 bonus Armor). This would make it just op for a hand full of champs like Rammus. If you wanna connect it to something then connect it to bonus or max health. Let resistance scale with health. Like x% resistance from max health.

iiGazeii3/27/2019, 1:25:17 AM3 votes

It's a great idea, but I don't think it really captures the feeling of an "aftershock". The pulse afterward is important.

It'd be interesting if the pulse slowed enemies, rather than dealing damage, with the strength of the slow scaling with both level and armor/MR. This would solidify its purpose as a CC keystone, making it easier to chase and follow up when you proc it. Alternatively, have the pulse shred bonus armor/MR (not base MR) and do damage to shields only, similar to Irelia's passive before it got changed. The idea is that it would clear away the enemy's bonus defenses (which they usually use when they get stunned) without making them more vulnerable to damage than they are baseline.

ModAcademy Kayn3/27/2019, 3:15:03 AM2 votes

What about we remove all damage from afterschock, because this is a Resolve Tree not a damage tree

Which is why there's only 3 damage runes out of all of them, and 2 of them are keystones. The Resolve tree is about Durability, and weaponizing that durability, hence why Grasp and Aftershock scale off health. It's why Font of health, Demolish and Shield Bash all scale off your health too. Why shouldn't tanks, or folk who'd care to survive longer, not get a little oomph of their own to fight back, help with trades and the like, especially when they're already biased to work better for tanks by design.

Alsius3/28/2019, 3:57:39 PM1 votes

The damage is there to help fit an archetype. Guardian is for supports. Grasp is all-around, good for trades. Aftershock is for the tanks who want to go all-in. The resistances keep you alive, yes, but the damage is a little extra so you help contribute. Piling on more resistances eventually doesn't mean anything, due to diminishing returns. If the damage on non-tanks is really that big of a deal, then replace the AD and AP scalings with scaling off of armor and MR (like with Leona W), keeping the Max health scaling so it's still a valuable rune for Champs like Voli.

heroikc3/27/2019, 4:37:52 PM1 votes

Shield bash and grasp of the undying boost damage by being tanky. Chrysalis also did that in the past before it was removed. And where does demolish come in to being tanky? It busts towers!

The reasoning also feels flawed in that the champs who abuse it (i.e. Lissandra) would still take it for the resistance boost. Of course, what's the point of calling it "aftershock" if there is no "shock" "after" some proc? Heck, why pick it if it only gives some resistance boost? Use it to survive while running away? Get a pretty green glow?

A more practical buff would be to nerf the resistances given on ranged champs who proc it, that way it would be easier to punish them when they make their move. It's not like this kind of thing isn't done on other runes (check Conqueror and Grasp of the Undying).

Hotarµ3/27/2019, 12:52:26 AM1 votes

This is actually a really good idea. Maybe not those exact numbers but that's the right train of thought.

Aftershock is supposed to be marketed towards tanks but in it's current state, people like Sylas and Lissandra are abusing it. Because the base resistances are already so high anyone can take it and reach max potential with the rune so long as you have hard CC.

Making it scale with resistances rewards tanks and makes it harder for other classes to abuse it.

Great idea!

Kamikiri Mokujin3/28/2019, 2:14:49 PM

I feel that the issue with Aftershock is that it has minimal incentive for building tank stats in the first place. And squishy assassins/ranged champs with CC temporarily nullify a pretty huge weakness (squishyness) without having build any survivability outright.

I do believe it's easier to curb than people think, though.

  1. First off, I don't think the AD/AP ratios need to be removed. They really aren't so consequential to the problem, and aren't a key element to the exploitation of the rune. However, I do believe that the % health damage should be shifted to bonus health, rather than total health. If you really want to marginalize the damage dealers using this rune, add bonus Armor and MR scaling (excluding the bonuses provided by the rune).

  2. The most important one: I think that the cooldown on the rune should be increased (60s?), and that the rune should receive CDR based on bonus health built (I'm thinking 10% per 200 bonus health). To a cap of 50%. This restricts the early game advantage that certain damage dealers get by limiting how frequently they have access to the rune in all stages of the game; they'll still have access to it, and it can still have uses, but they'll see far less frequent use of it, and people will have a time frame to play around it. The duration of the resistances, however, should be increased to 3s.

The idea is to make a comparable performance dynamic to other runes in other roles; sure, an Alistar will overall do more damage and have unique kill opportunities with Electrocute, but if he builds tank, he won't benefit in the same way as a dedicated damage dealer. Aftershock's strength should shine when used by those that build survivability, while still being open to some degree of creativity for other champs. I believe these changes would accomplish exactly that.