Problems with Hail of Blades and Solutions

Zaghyr·12/12/2018, 4:06:10 AM·2 votes·1,168 views

Posting this here since it was denied on Gameplay+

TL,DR: This rune has issues with consistency and satisfaction making it a very weak one-time effect, because if is extremely difficult to make active in lane and nearly impossible to use more than once, and because it is very weak in terms of combat power.

HAIL OF BLADES

There are several major problems with this keystone that have persisted since it was added to the game, mostly concerning with Consistency, and Satisfaction. Riot is currently trying out different routes for buffs on the PBE with some changes having promise and others not.

The promising change is to make Auto-Resets NOT count towards the attack limit, meaning if you use an auto-attack reset effect then that attack will not consume one of the 3 attacks, and effectively make it 4 attacks. I like this change because, as they said themselves, the keystone was mostly useless on champions with resets because reset was effective attack speed itself and nullified the effectiveness of the empowered attack, and this change makes it more viable and satisfactory on those champions. Imagine Camille with 6 extremely fast autos: HoB attack, Q reset, HoB attack, Titanic reset, HoB attack, Q reset.

The non-promising change is the straight buffs to attack speed. There have been 2 overall changes they have attempted. The first was buffing the attack speed from 75-125% to 100-200%. While this was fun to play with, the impact was only felt in the mid-late game in brief trades and did not improve the runes inconsistency problems. The second change was making the attack speed bonus 125% at all levels, and then down to 110% at all levels. I do not like this change either because while it is a slight early game buff, it is neutral (or a nerf with the 110%) and does not fix the inconsistency issues with the rune.

The problems with these changes whether they were promising or not, is that they do not address the some of the biggest issues with the rune.

Problems

  • 1 - Out-of-combat based cooldown

Meaning you are required to not take or deal damage for 4 seconds for the keystone to come online. For junglers this is not primarily an issue, but this kills any viability for use on a solo lane. This cooldown design actively punishes the player for playing aggressively, which is antithetic to what it is used for. If you were to go for a trade, you have to back off, stop taking damage from any sources, and then wait 4 seconds before you can use it. This is detrimental because this means that any damage taken from DOT effects or other poke increases the cooldown time because it will keep refreshing the 'in-combat' status even if you are not doing anything. This can be bad because those 4 (or more) seconds could be used to sustain back up, push the wave, or more importantly kill the minions necessary for a crucial level up to get the upper hand. This puts you at a disadvantage when you are being aggressive and when you are being defensive. This makes it the only short cooldown keystone that cannot be used consistently. Press the Attack, Fleet Footwork, Conqueror, Lethal Tempo, Arcane Comet, Summon Aery, Grasp of the Undying, Kleptomancy, and Glacial Augment have NO SUCH RESTRICTION and can be used repeatedly is short spans of time without pulling back on aggression.

  • 2 - Only functions one time

As a direct result of the Problem 1, this keystone has a 1 time functionality that can be completely wasted. Because of the cooldown restriction, you cannot use this rune more than once in extended trades and fights, unlike all of the other keystone runes listed above. Additionally the attack speed bonus is lost if you are not being aggressive, making it possible for you to walk into a team fight, have one empowered auto attack, and then have a dead keystone for the rest of the fight, while everyone else has theirs active. The initial idea for this keystone presented by Riot is that they wanted a keystone that gives a burst of combat power as soon as you enter the fight. I like this idea, and I like having a burst of attack speed as the effect. The problem is the current execution of the rune makes it extremely inconsistent, unforgiving, and unsatisfactory for the user.

  • 3 - Too weak power-wise

To be blunt, this keystone is garbage in terms of power when compared to other keystones. While it can have some niche success on champions like Xin Zhao, Tahm Kench, Rek'Sai, Kindred, or other champions who can synergize with it, it is too weak as a stand alone rune for everyone else. One of the design values for this rune was supposed to be that it synergized with champions like Xin Zhao, allowing them to make better use of their strengths. While I understand this, the execution missed the mark. The reason for that was this keystone needs to be power competitive with other keystones, and it is not. I think it is great that it has unique synergy with certain champions like the ones above, or certain items like Black Cleaver, Guinsoo's, and Wit's End, and I think this should be maintained, but it needs to be buffed if it ever wants to have use outside of niche picks, especially when Lethal Tempo can fulfill the purpose of this item and then some.

Solutions

Problem 1

  • Cooldown is changed from "4 seconds out of combat" to "4 seconds after damaging an enemy champion or structure". The large monster and structure specification have to do with another suggestion below. This change would allow it to be used much more consistently in lane and to not punish the user constantly. It would also allow for more interesting builds and playstyles on many champions.

Problem 2

  • Cooldown is reset on Takedown, meaning getting a takedown will istantly make the keystone active again for usage. This change would allow it to serve a small attack speed burst reset assassin role for DPS champions. The idea is that instead of granting power when you first enter combat, it grants power each time you first enter combat with new enemy. By having a reset mechanic, it can be used multiple times in a fight, and you won't always be punished by not attacking soon enough.

Problem 3 NOTE: The listed changes are meant to be a list of ideas, and not all added together, because having EVERY effect I list would be broken.

For straight damage effects:

  • Grant X% (based on level) of enemy's maximum HP as bonus physical damage. The numbers for this would have to be low, something like 1-3% based on level (for a max of 3-9%) considering it would also have attack speed. While I am on the edge about this idea myself, it is a simply way to give it a damage identity to differentiate itself from Lethal Tempo.
  • The empowered attacks gain X% armor penetration. Same idea as the first change, just different source of bonus damage.
  • The empowered attacks deal X% increased on-hit effect damage. Same idea again, but more geared towards on-hit champions.
  • The empowered attacks deal X bonus on-hit damage.

These bonuses serve as specific ways to give it an extra but of power to make it more satisfactory and synergistic to use, and to differentiate it from Lethal Tempo.

For more interesting buffs:

  • Now applies on structures. (to be paired with the solution to Problem 1). Would serve as a unique option for split pushers, and for champions who want to quickly secure another turret plate for backing. It would also help distinguish it from Lethal Tempo.
  • Reworked Effect: Additionally each of the 3 empowered attacks will strike a second time, 0.15s after the first, will only deal 10% of the damage, but will otherwise behave like a standard basic attack. The effect essentially means that you get 6 basic attacks in 3. This change is designed to further enhance the synergy that it has with certain Champions and Items, while not allowing pure damage abuse cases like ON-HIT items or HYDRA items. Some examples for items would be maxing out the stacks on Black Cleaver, Wit's End, and Guinsoo's Rageblade in only 3 auto attacks, charging the ENERGIZE items faster (Shiv and Firecannon), and Essence Reaver's on-hit cooldown reduction applying twice each hit. Some champion examples would primarily be 'stacking' champions like Xayah sending out 2 feather per attack, Jax stacking his passive twice as fast, Ashe stacking her Q, Varus stacking his W, Braum stacking his passive, Caitlyn stacking her passive, Darius, Kaisa, Jinx, Kalista, the list goes on.

Overall, their are major problems with this keystone. Riot has mentioned that they might rework it entirely, which I would be fine with if it follows the same design purpose, or remove it, which saddens me because this rune has a lot of potential. Their would be no need for either of these decisions, if every aspect of the keystone was looked at, and if the major issues (hopefully the ones I listed) are addressed.

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