How do you handle a poor matchup / counterpick with Runes reforged?

k wìx··3 votes·487 views

As much as I disliked the old system, it did give players tremendous choice about how you started against your lane opponent. Generic stat offerings are great, and will shore up SOME of the problems created, but anyone who plays the game intimately knows that lane matchups and counterpicks are just more in-depth then that. let me give you an example:

Taking a melee character into a lane with a ranged harass-style champion was ALWAYS difficult, but you could at least stack MR and slog through the lane to get enough farm to buy one or two items to help you against that champion for the rest of the laning phase... But without that base MR and Health, I strongly feel like the lane is going to be even more one-sided, no matter the skill of the players.

Add to this, the defensive options out of Runes Reforged seem a bit lackluster at the very early levels and I think our early laning phase might become more binary because of bad matchups.

What do you guys think? Serious problem? Or will players adapt? Is champion balance strong enough that you will be able to handle counterpicks without bonus stats? It has me a bit worried. I feel like this is one of the biggest flaws of the new system thus far.

11 Comments

KawaiiShroom1 votes

They also dont get magic pen so it should work out

SnakDatSmilesBak1 votes

{quoted}

They also dont get magic pen so it should work out

Penetration items got buff though?

Sewer Side1 votes

I don't know, I never needs to run more than two generic runepages.

It might've been true in past seasons to heavy hand in resistances because a lot of champions were stat checks, but beyond certain point and clickers (like Akali), you can outplay long enough to pick up a resistance item.

Also, League has very few true counterpicks

Rootlo1 votes

I wont get to take the full armor Trundle page and start with 90 armor vs a riven and watch as they cry anymore. Thats what i will miss most, and that ultimate bravery wont be a thing anymore basically

k wìx1 votes

{quoted}

I wont get to take the full armor Trundle page and start with 90 armor vs a riven and watch as they cry anymore. Thats what i will miss most, and that ultimate bravery wont be a thing anymore basically

Less exploitative, for sure! But.. at what cost? Like i said - less tools than ever before to handle bad or rough matchups.

Miror B1 votes

While early game might be a bit more harsh for certain matchups (I can see people suggesting that they made ADC's/Mages useless), the lategame on certain things is what is going to make this meta very interesting. A great example is from an autofill tahm kench game I had, where as a support who built all of one HP item (relic shield) I had 3k HP at 20mins thanks to new grasp and one of the other masteries.

k wìx1 votes

{quoted}

While early game might be a bit more harsh for certain matchups (I can see people suggesting that they made ADC's/Mages useless), the lategame on certain things is what is going to make this meta very interesting. A great example is from an autofill tahm kench game I had, where as a support who built all of one HP item (relic shield) I had 3k HP at 20mins thanks to new grasp and one of the other masteries.

I definitely agree here!~ Very excited for what Runes Reforged mean for mid & late game... But I see problems for leagues early game, wanted to see what other people thought.

Miror B1 votes

These "problems" being solutions that people have bitched about for the past 6 months. People complain that it's too easy to snowball, so they remove most of the excess stats that come from runes. People bitch that hypercarries are too dominant, so they give masteries which theoretically turn anything barring a few characters (elise being a notable one who could see a massive dropoff) into things with decent lategames. I myself am personally excited for what midlane is going to look like, as with what is essentially a massive early game nerf to everything we could see a rise of cheese picks along the likes of Naut mid (who after playing a few games today can confirm he is entirely viable), maokai mid, and potentially sion.

Sasogwa1 votes

Second wind and biscuits are extremely powerful options for bad matchups. The first one is basically a free doran's shield passive that scales rather well, the second one is a few biscuits which will help a lot in laning.

k wìx1 votes

{quoted}

Second wind and biscuits are extremely powerful options for bad matchups. The first one is basically a free doran's shield passive that scales rather well, the second one is a few biscuits which will help a lot in laning.

I didn't really consider this - I almost thought of it as a more 'support-centric' talent. Good eye. This brings up another question in my mind though, the new talents seem much more impacting towards mid and late game, so I think players will be much less willing to give up significant late-game power.

Miror B1 votes

While that would normally be the case, the lategame power also makes up for what would normally be "dead lategame teamcomps" (the 6 item ahri meme being a great example). I can see people willing to give up lategame power, as although the stats from runes are gone that doesn't change the fact that high base damages will still do a ton, if anything more than they did before in early game.

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