sorcery 3rd triplet buffs/discussion
currently, if you're using a sorcery keystone (lots of champions use arcane comet or aery, as well as a select few that pick phase rush) you're locked into choosing either scorch, waterwalking or gathering storm, however each have their own issues:
Scorch - deals next to no damage at early levels and deals unnoticable damage at higher levels. this is usually the "if i have to pick something, i'll pick this" keystone because of its extra poking power - i realize that in preseason and early S8 this keystone was really really good on earlygame champions like brand, malzahar and zyra and re-buffing it back into that state will just be an unnecessary damage increase. IMO the only way to truly fix this keystone is to replace it - it's not even interesting in the way that cheap shot - a very similar rune is, whereas cheap shot requires the enemy to be movement/action impaired, scorch is just "do you have an ability that does damage? take this and deal a little bit more damage".
Waterwalking - this is terrible and only saw/sees use during the scuttlecrab meta where if you didn't get the first crab, you lost the game, and anything that benefited your ability to duel in the river was really good. nobody outside of junglers or maybe someone who's running full movespeed will ever take this, and even then it's a very rare pick even in situations where it would supposedly be good. not to mention that it's completely disabled on maps that aren't SR, meaning you only get 2 options for this triplet in other gamemodes.
Gathering storm - i don't actually have many problems with gathering storm, it's a mostly well designed rune that synergises well with certain champions and can be taken as a generalist rune on champions which aren't sure what to take or don't like scorch (which is most champions) - however, this rune is absoloutely useless on twisted treeline, howling abyss, and i'd imagine other maps such as the crystal scar - all of these maps have their main gamemodes be heavily centered around the earlygame, with most matches ending around 25 minutes unless both teams stall out the game. 14 AD or 24 AP is usually the most this rune will give you in those gamemodes which is basically nothing, not to mention the fact that most action will be happening before 10 minutes, which is before this rune even gives you the tiniest bit of stat buffs.
changes i personally would implement to make this rune triplet more useful:
- rework/replace scorch & waterwalking. waterwalking is an interesting rune, but in execution it's literally worthless unless you're fighting for scuttle at level 2/3. scorch does too little damage to be impactful, but if it was ever buffed to be impactful, it would be overbearing.
- make gathering storm on non-SR maps have different time scalings. every 5 or 7 minutes would be a massive improvement and would see the pick rate of this rune on alternative maps be much higher, and encourage more diversity for this triplet overall.
- as for replacements for runes, scorch isn't a bad idea per se - pretty much the entirety of runes reforged lacks any other real DOT rune (besides aery but that doesn't really count), but make it have actual depth to it instead of "hit ability, burn champion for flat magic damage". replace it with a number-tweaked version of deathfire touch for all i care.
- if waterwalking's reworked instead of replaced, make it a mobility/defensive rune at most - something like 10 + 3% bonus movespeed and 5 + 3% bonus armor and mr while in the river or brush and 3s or 5s after exiting it - something like that could be good on junglers and specific champions.
anyways, this is just something i've thought of after playing TT/aram a bit recently (summoner's rift sux). thoughtscommentssuggestions?