Concerns about Electrocute, Lethality & Mobility since 7.22

Vkno1··4 votes·953 views

Dear Rioters & Players, I'd like to know your position about Electrocute, Lethality and Mobility since 7.22.

I get -70% HP on a single spell trade LVL 3 against matchups that I used to handle easily (and it's not downscaling that much later on). Buffing Predator was a good idea but people will still prefer Electrocute for its disproportionate burst. I got the idea behind giving Electrocute a longer CD than Thunderlord but higher damages. The thing is that either on lane or as a jungler, you can simply wait until Electrocute refresh before taking another trade/gank without worrying since you are sure to out-trade/OS your opponent.

Another concern is Lethality: You deleted the Armor that we used to have through old runes (the HP buff doesn't compensate enough especially in early) so now all ADs are rushing Draktharr & other Lethality items. Which means that squishy champions (especially AP Midlaners and ADCs) get killed 3x easier : Electrocute + Lethality + No more base Armor.

Lethality is supposed to be used in order to counter Armor but it's actually the opposite. It's more efficient to build Lethality against people with 0 Armor. The less armor you have, the more useful Lethality will be. Building Lethality items shoud be an answer to an already existing (specific) situation/in game configuration, not a priority or a core build path for nearly all AD champions. Giving it so much importance/impact makes the AD build path boring & give an unfair matchup for the opponent. The impact is so huge that even my secondary Summoner Spell (Barrier or Heal) became almost useless in Midlane/Botlane (especially when both Midlaner and Jungler have Electrocute & are AD champions). MIdlaners/ADCs nowadays have no other choice but to build Tabi NInja boots.

I think it also has something to do with the Mobility buffs given by new runes. In a game where most champions already have dashs/gap closers/high mobility, new mobility runes give to roaming/ganking-friendly champions a disproportionate advantage on squishy/low mobility/short range champions. It also makes early dives easier and riskless.

Any answer/feedback/input from a Rioter or anyone else is warmly welcomed!

Thanks for reading, Vkno1

12 Comments

Penns2 votes

Lethality is an assassin stat, its supposed to be good against 0 armor. I think Electrucute could lose some AD scaling but its not that opie

Dasdi962 votes

{quoted}

Lethality is an assassin stat, its supposed to be good against 0 armor. I think Electrucute could lose some AD scaling but its not that opie

Electrocute should have less base damage. 50 base at level 1 is almost another ability worth of damage.

Vkno11 votes

{quoted}

Electrocute should have less base damage. 50 base at level 1 is almost another ability worth of damage.

Good point.

FTWolf1 votes

electrocute is terrible right now lol

Julius Evola2 votes

{quoted}

Dear Rioters & Players, I'd like to know your position about Electrocute, Lethality and Mobility since 7.22.

I get -70% HP on a single spell trade LVL 3 against matchups that I used to handle easily (and it's not downscaling that much later on). Buffing Predator was a good idea but people will still prefer Electrocute for its disproportionate burst. I got the idea behind giving Electrocute a longer CD than Thunderlord but higher damages. The thing is that either on lane or as a jungler, you can simply wait until Electrocute refresh before taking another trade/gank without worrying since you are sure to out-trade/OS your opponent.

Another concern is Lethality: You deleted the Armor that we used to have through old runes (the HP buff doesn't help enough against Lethality in early) so now all ADs are rushing Draktharr & other Lethality items. Which means that squishy champions (especially AP Midlaners and ADCs) get killed 3x easier : Electrocute + Lethality + No more base Armor.

Lethality is supposed to be used in order to counter Armor but it's actually the opposite. It's more efficient to build Lethality against people with 0 Armor. The less armor you have, the more useful Lethality will be. Building Lethality items shoud be an answer to an already existing (specific) situation/in game configuration, not a priority or a core build path for nearly all AD champions. Giving it so much importance/impact makes the AD build path boring & give an unfair matchup for the opponent. The impact is so huge that even my secondary Summoner Spell (Barrier or Heal) became almost useless in Midlane/Botlane (especially when both Midlaner and Jungler have Electrocute & are AD champions). MIdlaners/ADCs nowadays have no other choice but to build Tabi NInja boots.

I think it also has something to do with the Mobility buffs given by new runes. In a game where most champions already have dashs/gap closers/high mobility, new mobility runes give to roaming/ganking-friendly champions a disproportionate advantage on squishy/low mobility/short range champions. It also makes early dives easier and riskless.

Any answer/feedback/input from a Rioter or anyone else is warmly welcomed!

Thanks for reading, Vkno1

BTW. Lethality benefits level differential most. So, if you get several 3-4 levels ahead on your spells, you will hit extremely hard. That combined with the lack of raw armor runes from runes increase the inherent snowballiness. You also can't get lethality in Runes now. So that further increases the value of first item purchase even more. All of the volatility around lack of raw stats has made snowballiness value of gold much more than it was before. (Another reason why you can see Kleptomancy as so powerful)

SpiritOfOdysseus1 votes

[{quoted}](name=Julius Evola,realm=NA,application-id=3ErqAdtq,discussion-id=Ot12u2Aq,comment-id=0004,timestamp=2017-11-23T18:48:23.504+0000)

BTW. Lethality benefits level differential most. So, if you get several 3-4 levels ahead on your spells, you will hit extremely hard. That combined with the lack of raw armor runes from runes increase the inherent snowballiness. You also can't get lethality in Runes now. So that further increases the value of first item purchase even more. All of the volatility around lack of raw stats has made snowballiness value of gold much more than it was before. (Another reason why you can see Kleptomancy as so powerful)

You actually CAN get lethality from runes, cheap shot or sudden impact if I'm for certain but I forgot which one.

Julius Evola1 votes

{quoted}

You actually CAN get lethality from runes, cheap shot or sudden impact if I'm for certain but I forgot which one.

Yes, I am aware of trivial momentary lethality.

Julius Evola1 votes

{quoted}

You actually CAN get lethality from runes, cheap shot or sudden impact if I'm for certain but I forgot which one.

This is only useful for the obvious users such as Wukong, Khazix, Zed.

Trivial for all the esoteric users. Urgot, Mundo, Hecarim, Nocturne. This is Lethality does not apply to Hecarims charge + Q, which is the whole point. Hecarim is currently at his worst winrate since release.

Bliñk1 votes

just got one shotted by zed lvl 2 whith his E+Electrocute proc +and ignite

Daddy Ants1 votes

50% AD ratio is insane.

Julius Evola1 votes

I think the lack of Raw Stat Runes make the first item purchases a lot more relevant. So, when one lane gets a kill, the Raw stats power spike is x2 -> x3 more powerful than last season. Furthermore, the jungle respawn timers and lack of raw stats make jungling extremely volatile to invades and snowballiness. For example. If the enemy jungler dies, you will take all his camps and there is effectively no way for him to re-enter the game. The enemy mid will now play virtually 2v1. Since mid/jungle is such an impactful role (ROTATION WISE) the inherent snowballiness of the volitility of a jungler dieing in his own jungle usually spells the game for Mid/Jungle. And those first few extra Long Swords are 2 to 3 times more effective with the raw stats gone from the runes.

Edge of Daybreak1 votes

{quoted}

Another concern is Lethality: You deleted the Armor that we used to have through old runes (the HP buff doesn't compensate enough especially in early) so now all ADs are rushing Draktharr & other Lethality items. Which means that squishy champions (especially AP Midlaners and ADCs) get killed 3x easier : Electrocute + Lethality + No more base Armor.

They don't have to compensate because assassins running lethality lost way more lethality than anyone lost armor. You can't compensate for something that was a buff for armor.

Lethality is supposed to be used in order to counter Armor but it's actually the opposite. It's more efficient to build Lethality against people with 0 Armor. The less armor you have, the more useful Lethality will be. Building Lethality items shoud be an answer to an already existing (specific) situation/in game configuration, not a priority or a core build path for nearly all AD champions. Giving it so much importance/impact makes the AD build path boring & give an unfair matchup for the opponent. The impact is so huge that even my secondary Summoner Spell (Barrier or Heal) became almost useless in Midlane/Botlane (especially when both Midlaner and Jungler have Electrocute & are AD champions). MIdlaners/ADCs nowadays have no other choice but to build Tabi NInja boots.

Lethality was never supposed to counter armor and it is directly countered by armor. Lethality is good against champions not building armor which is it's intended purpose. Lethality isnt a rush for any ad class other than select few ADC's and primarily ad asssassins/fighters who play similarly to assassins which the lethality stat was designed for in the first place.

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