Defense stats from the runes need to be tuned up* Overgrowth and Flex HP per level *

Daddy ReTaric··5 votes·1,363 views

Currently the Overgrowth is a huge nerf for primary user [Tanks] and a buff somewhat for squishy [ADC, Mage, Support]. However as much I love tanks [Leona mains ] , I disliked the fact that tank could get a massive health bonus thanks to old Overgrowth as it was giving 0.8% of their MAX HEALTH.. Flat Health seems more appropriate but the number is fairly low to what it should be. Right now you gain 3 Health for every 8 minions who dies arround you. Getting a 2.5% Max health when 120 minions die near you is nice but next to old Overgrowth, this is a huge nerf.

Here is my proposal: Keep the flat health gain instead of % of max health making it appealing for more user than just pure HP tank [DrMundo ] but increase the flat health gained from 3 to 5-6 . Also to reward tank for taking this runes even with the nerf for them, increase the max health gained from 2.5% to 5%. Now you have a decent runes for everyone without making it overbearing for hard HP stacker [DrMundo Sion ].

Now for the Health gained per level we dropped from 30-270( If you took Resolve+ Inspiration), 35-300(If you took Inspiration+Resolve and 15-135( If you took Resolve+Precision/Domination/Sorcery.. In general it's a nerf even for people wanting Resolve primary and secondary. And it's even a bigger nerf for Resolve+Inspiration and Inspiration+Resolve users... dropping by 35-300 to 15-90 wich is a 25-210 health lost.. this is huge . Riot need to tune up both of this . Free armor and magic resist is fine as we got stat compensated so it should remain the same but the HP lost need to be tuned up.

Thanks for reading, Nicolas

20 Comments

True Garen7 votes

I've posted this suggestion elsewhere, but I'll repeat it here. Let Overgrowth work like Conditioning: 100 HP at 10m, and a %5 total HP buff.

True Garen6 votes

Ultimately, I suspect that the rune was nerfed because more HP = longer games.

Daddy ReTaric6 votes

[{quoted}](name=True Garen,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=0005,timestamp=2018-11-24T01:42:40.830+0000)

Ultimately, I suspect that the rune was nerfed because more HP = longer games.

Let's be honest, nobody like game ending at 15-20 minute.. I for myself hate 1 sided stomp.

ZT Xperimentor2 votes

Twenty? Lucky to see games last long enough to surrender these days.

ADC Yuumi4 votes

The other runes not so much, but the health stat needs a buff. Only 15 - 90 bonus health... from level 1 - 18? Uh, best at least double the level 18 amount.

Daddy ReTaric2 votes

[{quoted}](name=Mega Audinoz,realm=EUW,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=0000,timestamp=2018-11-23T16:05:13.136+0000)

The other runes not so much, but the health stat needs a buff. Only 15 - 90 bonus health... from level 1 - 18? Uh, best at least double the level 18 amount.

It need to be buffed for sure.

meowwow72 votes

my main problem with overgrowth now is that you only get the 2.5% bonus on the first 120 nearby enemy unit deaths so if you were near 240 of them you won't get a 5% bonus

Moody P1 votes

literally everyone would take overgrowth then.

no, it should only be good to amp HP builders.

Critmaster Garen1 votes

[{quoted}](name=Quinn Is Bae,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=,timestamp=2018-11-23T16:03:20.575+0000)

I disliked the fact that tank could get a massive health bonus thanks to old Overgrowth as it was giving 0.8% of their MAX HEALTH

well. i dislike that squishies can get flat ad and ap from their rune pathes, that they scale up with penetration and other multipliers a lot better than tanks and fighters.

i guess that means they shouldnt be allowed to have it by your logic?

lets just cut every damage source from runes in half, so we can add a bonus hp scaling to them and tanks and fighters can use them too. sound fair?

how about literally making legend attack speed rune 6% attack speed unless you build health?

or lets cut predators. electrocutes and comets damage in half unless you build health.

and every other rune that grants flat ad or ap or scales with the stats. because i dont like how runes provide carry stats mainly to carries.

Daddy ReTaric2 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=0002,timestamp=2018-11-23T16:14:17.422+0000)

well. i dislike that squishies can get flat ad and ap from their rune pathes, that they scale up with penetration and other multipliers a lot better than tanks and fighters.

i guess that means they shouldnt be allowed to have it by your logic?

lets just cut every damage source from runes in half, so we can add a bonus hp scaling to them and tanks and fighters can use them too. sound fair?

how about literally making legend attack speed rune 6% attack speed unless you build health?

or lets cut predators. electrocutes and comets damage in half unless you build health.

and every other rune that grants flat ad or ap or scales with the stats. because i dont like how runes provide carry stats mainly to carries.

So a tank with 4000 HP who get 32 HP per 8 minions permanent seems fair to you? Basically every 48 minions death you get 128 health .

Critmaster Garen2 votes

[{quoted}](name=Quinn Is Bae,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=00020000,timestamp=2018-11-23T16:44:47.809+0000)

So a tank with 4000 HP who get 32 HP per 8 minions permanent seems fair to you? Basically every 48 minions death you get 128 health .

first of all, the old overgrowth didnt give you 32 hp per 8 minions. if you were sion or chogath lategame, it was closer to 10 hp per stack. at 4000 hp, when playing garen my increments were usually at 6 to 7 hp. i know this, because i actually play these champions, payed attention to the health gains from the runes instead of pulling random numbers out of my ass.

by the end of the game, overgrowth would provide an extra 300 to 400 health depending on how long the game would really run. now youre lucky if it gets to 150 on the same champions.

second, a carry with 300 ad a ton of crit and as breaking attack speed cap seems fair to you?

or picking gathering storm and getting 60 ad by 40 minutes that he can scale up with armor pen, crit and as?

the answer to your question is: yes. its fair.

Daddy ReTaric1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=000200000000,timestamp=2018-11-23T16:49:06.754+0000)

first of all, the old overgrowth didnt give you 32 hp per 8 minions. if you were sion or chogath lategame, it was closer to 10 hp per stack. at 4000 hp, when playing garen my increments were usually at 6 to 7 hp. i know this, because i actually play these champions, payed attention to the health gains from the runes instead of pulling random numbers out of my ass.

second, a carry with 300 ad a ton of crit and as breaking attack speed cap seems fair to you?

or picking gathering storm and getting 60 ad by 40 minutes that he can scale up with armor pen, crit and as?

the answer to your question is: yes. its fair.

I don't care of ADC as they die to anything right now. Tank moving everywhere they please without having any drawback is what made this game unfun back in season 3 but right now, tanks are none existant as they keep get their runes/stats gutted while AD champion get buff after buff. If they want to keep high damage they need to give defense a huge buff to be on par.

Critmaster Garen2 votes

[{quoted}](name=Quinn Is Bae,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=0002000000000000,timestamp=2018-11-23T16:53:29.579+0000)

I don't care of ADC as they die to anything right now. Tank moving everywhere they please without having any drawback is what made this game unfun back in season 3 but right now, tanks are none existant as they keep get their runes/stats gutted while AD champion get buff after buff. If they want to keep high damage they need to give defense a huge buff to be on par.

so wait. youre aknowleding that defense is too low for tanky champions, but at the same time youre arguing that the overgrowth deserved to get gutted?

you dont make any sense.

Daddy ReTaric1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=00020000000000000000,timestamp=2018-11-23T16:57:41.497+0000)

so wait. youre aknowleding that defense is too low for tanky champions, but at the same time youre arguing that the overgrowth deserved to get gutted?

you dont make any sense.

When did I said that Overgrowth need to be gutted ? 0.8% max health was negligible early game and strong as much HP you get late game. I just beleive it should be standarized to flat HP gain and HP increase... Do you even read my post? I even asked for the 2.5% max health to get increased to 5%... Buy glass my dude.

Critmaster Garen2 votes

[{quoted}](name=Quinn Is Bae,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=000200000000000000000000,timestamp=2018-11-23T17:00:14.793+0000)

When did I said that Overgrowth need to be gutted ? 0.8% max health was negligible early game and strong as much HP you get late game. I just beleive it should be standarized to flat HP gain and HP increase... Do you even read my post? I even asked for the 2.5% max health to get increased to 5%... Buy glass my dude.

5% isnt enough either to compensate for the nerf.

it should be 3% for every 120 minions to give it back its scaling.

Daddy ReTaric1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=0002000000000000000000000000,timestamp=2018-11-23T18:32:52.616+0000)

5% isnt enough either to compensate for the nerf.

it should be 3% for every 120 minions to give it back its scaling.

You realize this rune was basically worthless on garen right ?

Moody P1 votes

no it wasn't.

Daddy ReTaric1 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=000200000000000000000000000000000000,timestamp=2018-11-23T18:43:04.018+0000)

no it wasn't.

I mained Garen for a while and it was dogshit.

Critmaster Garen2 votes

[{quoted}](name=Quinn Is Bae,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=00020000000000000000000000000000,timestamp=2018-11-23T18:39:39.583+0000)

You realize this rune was basically worthless on garen right ?

so instead of making it better for champions like him, it should be trashed even more? why not make it good instead?

Daddy ReTaric1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=LNxfA9an,comment-id=000200000000000000000000000000000001,timestamp=2018-11-23T22:10:34.683+0000)

so instead of making it better for champions like him, it should be trashed even more? why not make it good instead?

So make it back to % Hp where only high HP stacker were finding it useful? If that's making the rune good you got it wrong. Tank can use of other tree as much as everyone, the rune need to be buffed but tuned to be good on everyone.

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