Damage Runes Way OP vs Defensive

ForFoxSakes··94 votes·2,563 views

Damage runes give you bonus damage based on your level, whereas the defensive runes scale with your bonus armor or MR as a %.

This is totally fucking stupid and backwards.

Damage dealers no longer need to worry about that one stat until later when they can rune for it. Why build attack speed if you get a shit ton per level? Can just get damage and that attack speed compliments your previous lack of speed so you're spiking even harder with a single item

Meanwhile, defensive runes rely on you needing an item before it gets more value. Scaling with % of bonus armor/MR so if you don't have that stat to begin with like if you got a ruby crystal before chain vest, that rune is doing absolutely nothing and continues to not scale with your leveling. Defensive runes will have more impact when you've stacked up more and more items into the late game, but guess what, at that point the damage dealers will already have armor or magic pen

When do bruisers or tanks power spike then?

24 Comments

DragonShea20 votes

The runes need to either give a strong boost early or scale overtime. The old runes did their job well in that regard. But I am thinking that there should be ways where defensive runes are not abused by champs that are meant to be glass cannons.

WiegrafOfValor2 votes

I suggested several times that not only tank items as well as runes should instead of having flat resistances, they should have % base armor bonus.

Worked with Steraks, also would make tanks less tankier earlier and more tankier as the time passes because their base armor increases per level.

My proposition is to have decent flat resistances runes without any scaling for squishies use if they want a defense buff early game, from 8~12 AR/MR. And also scaling runes for Tanks/Bruisers/Juggernaughts using % base AR/MR scaling, being more effective in Tanks simply because they should have the highest base AR/MR.

But nooooo Riot balancing team is always right.

DragonShea1 votes

{quoted}

I suggested several times that not only tank items as well as runes should instead of having flat resistances, they should have % base armor bonus.

Worked with Steraks, also would make tanks less tankier earlier and more tankier as the time passes because their base armor increases per level.

My proposition is to have decent flat resistances runes without any scaling for squishies use if they want a defense buff early game, from 8~12 AR/MR. And also scaling runes for Tanks/Bruisers/Juggernaughts using % base AR/MR scaling, being more effective in Tanks simply because they should have the highest base AR/MR.

But nooooo Riot balancing team is always right.

I wouldn't mind seeing those runes being made (flat + base)*scaling. That way the early runes would be good for both but only tanks and juggs can make the most of them. Some ADC's having around 90 Armor at lv 18 is a joke and it should be lowered down to around 70 to 80

nice table13 votes

we have defensive runes? what?

GrReaper963 votes

I think the healing runes (Triumph, Taste of Blood, Ravenous Hunter) is what he means

LordGeovanni1 votes

also scaling off of damage. best defenses on damage dealers again this season.

PB4UAME10 votes

Could have fooled me. Also, notice how 2 of the "defensive" keystones give more noticeable damage than defense?

Giggling Granny9 votes

+10 armor penetration for free +Base AD buffs +2 Armor penetration for EVERY Lethality item + buffs to %Armor Penetration VS +5 armor

HAHAHAHHAHAHAH

I wonder why the game is so fucked up right now..

Riot balance

Daddy Ants1 votes

[{quoted}](name=Giggling Granny,realm=EUNE,application-id=3ErqAdtq,discussion-id=N0efwLzZ,comment-id=0003,timestamp=2017-11-11T09:46:44.376+0000)

+10 armor penetration for free +Base AD buffs +2 Armor penetration for EVERY Lethality item + buffs to %Armor Penetration VS +5 armor

HAHAHAHHAHAHAH

I wonder why the game is so fucked up right now..

Riot balance

How was % armor pen buffed?

It's still 35% bonus like it was.

Only lethality pen was "buffed"

Sun Wu Ryuumoku1 votes

gladly u used "" for buffed.. cause lethality users were nerfed with preseason...

Durzaka1 votes

The +2 armor pen for lethality items is to compensate for the base armorpen/lethality that those champions had on their rune page. Its a net 0 gain basically.

Giggling Granny1 votes

{quoted}

The +2 armor pen for lethality items is to compensate for the base armorpen/lethality that those champions had on their rune page. Its a net 0 gain basically.

they got +10 armor penetration rune

and they got +2 from items

And do you think KHA and Rengar or twitch or what ever was junling with full armor penetration?

NO they were going AD/AS runes...and now they got their base AD buff because of the AD runes removal They got AS from machete And they got Armor penetration rune on top of that

So in the end they didnt lose anything AND THEY EARN armor penetration and on top of that they earn +2 armor penetration frm items

So a KHA player that was playing jungle with AD runes in this patch he earn +18 extra armor penetration from runes and items while he lost no AD because riot buff it his base AD

That the problem

But if you talka bout mid then a talon MID with full Armor penetration page he would have 53 AD and full armor penetration NOW he have 64AD and ARMOR PENETRATION on top of that and he can build EXTRA armor penetration from items

Do you see why the damage is now broken?

Lord of Math2 votes

Defensive runes cannot work with flat values to compete with offensive ones, for they would be able to be taken on say Twitch and make his laning phase freelo.

NekoniClaws2 votes

They don't. First day of patch, my team says "Thresh will carry" - oh, you poor naive fools.

There's more things that compound it, lack of assist exp, the way shutdown gold doesn't equalize enough, burst harass masteries increasing poke, the fact if someone's feeding on your team- it's your carry, so your team's scaling is done for.

Edit: Just played one game and I'm done for the day. I had to report a player on EACH TEAM for harassing their tanks. I also noticed the coup de grace mastery is acting like Jhin's fourth shot- (except with no playaround.)

DeathToEcchi1 votes

defensive runes are ALL late-game oriented

LordGeovanni1 votes

yet its riots policy that tanks should be outscaled by damage so they dont feel unkillable. so they have no phase of the game where they are strong.

letsgetmagical1 votes

its a rare sight to see a game go into late game now. so why even go a tank lol seems like league wants you to pick a heavy burst dmg champ and go MAXIMUM DAMAGE with all these new runes and getting rid of old runes

Grinding1 votes

brah, tanks are dead, easy to see from the new runes games are like 20-25 min, got no time to be tanky, this is bruiser/assassin city now

LordGeovanni1 votes

bruisers cant fucntion as they build damage first and have no time to build defensive items and if they build for one they get popped by the other.

Lovelle II1 votes

Since there is so much damage provided by runes, why not try building some defense first? Try building sunfire or Tiamat into tank items instead of rushing Black Cleaver or Triforce.

LordGeovanni1 votes

then you lose any control you have over your lane and arent a damage threat ever in the game also i hate that tank full tank build with Titanic hydra as if that is a fighter build you just end up as a bad off tank.

Romans VI XXIII1 votes

just remember the best defense is making sure they are dead :)

Lovelle II1 votes

Which is much easier for ranged and mobile damage dealers. Most melees that have to build defense are just SoL.

Pierce The Veal1 votes

{quoted}

Damage runes give you bonus damage based on your level, whereas the defensive runes scale with your bonus armor or MR as a %.

This is totally fucking stupid and backwards.

Damage dealers no longer need to worry about that one stat until later when they can rune for it. Why build attack speed if you get a shit ton per level? Can just get damage and that attack speed compliments your previous lack of speed so you're spiking even harder with a single item

Meanwhile, defensive runes rely on you needing an item before it gets more value. Scaling with % of bonus armor/MR so if you don't have that stat to begin with like if you got a ruby crystal before chain vest, that rune is doing absolutely nothing and continues to not scale with your leveling. Defensive runes will have more impact when you've stacked up more and more items into the late game, but guess what, at that point the damage dealers will already have armor or magic pen

When do bruisers or tanks power spike then?

Try out grasp of the undying, it can give 5 max health per proc. Infinite stacking. Sleeper OP atm.

Works even better on glasscannon melees lmao.

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