Who else hates that Runeglaive was changed? More specifically, the why.

Lopen·7/22/2015, 10:14:21 PM·2 votes·472 views

So as I understand it, from the patch notes (and from what I've seen of Runeglaive Ezreal at work), Runeglaive was changed not due to being overpowered per se, but because laners were actually getting it from time to time and that wasn't the "intended use." Why does that matter? Unless it's overpowered, does it really matter if laners get jungle items? Why pigeonhole people to specific build paths simply because that wasn't the intended design.

Am I the only one who thinks that speaks very poorly to the philosophy of this game's design? Why is creativity being stifled instead of encouraged? We've seen it in the past too. Things that weren't specifically overpowered were changed simply because they hadn't been thought of. Just as one example, that I feel has actively hurt the game: Jungle camps now enter hyper hp regen mode so bloody fast now to the point where I sometimes accidentally force a hard reset on the minion while not even trying to use the snap mechanic, with only 3 snaps-- why was this changed? The answer is because Riot didn't think ranged junglers should be able to survive the jungle very easily. But was it overpowered? Were the typical junglers made obsolete? I don't think anyone would argue either of those things.

Meanwhile, Nidalee, because she's intended as a jungler gets a root on her spear against jungle monsters, even though she frankly didn't need a buff.

It's just a really weird and overly controlling mindset that I think is bad for the game's evolution. Sometimes people think of ways to use things that the creators had never thought of, and I feel that should be embraced in all things, League of Legends or otherwise. Actively trying to remove that facet of the game is making the game a lot less interesting than it could be.

Anyone agree with this?

6 Comments

TheVishual7/22/2015, 10:21:01 PM1 votes

{quoted}

So as I understand it, from the patch notes (and from what I've seen of Runeglaive Ezreal at work), Runeglaive was changed not due to being overpowered per se, but because laners were actually getting it from time to time and that wasn't the "intended use." Why does that matter? Unless it's overpowered, does it really matter if laners get jungle items? Why pigeonhole people to specific build paths simply because that wasn't the intended design.

Am I the only one who thinks that speaks very poorly to the philosophy of this game's design? Why is creativity being stifled instead of encouraged? We've seen it in the past too. Things that weren't specifically overpowered were changed simply because they hadn't been thought of. Just as one example, that I feel has actively hurt the game: Jungle camps now enter hyper hp regen mode so bloody fast now to the point where I sometimes accidentally force a hard reset on the minion while not even trying to use the snap mechanic, with only 3 snaps-- why was this changed? The answer is because Riot didn't think ranged junglers should be able to survive the jungle very easily. But was it overpowered? Were the typical junglers made obsolete? I don't think anyone would argue either of those things.

Meanwhile, Nidalee, because she's intended as a jungler gets a root on her spear against jungle monsters, even though she frankly didn't need a buff.

It's just a really weird and overly controlling mindset that I think is bad for the game's evolution. Sometimes people think of ways to use things that the creators had never thought of, and I feel that should be embraced in all things, League of Legends or otherwise. Actively trying to remove that facet of the game is making the game a lot less interesting than it could be.

Anyone agree with this?

It was a broken item on Ezreal and was really toxic and unfun to play against... Not much to say there

Jungle items should never be able to be used on laners imo because they're balanced around the jungle, not lane... but they always will at first unless Riot makes it otherwise/nerfs the items

Crossette7/22/2015, 10:21:50 PM1 votes

Ezreal with Runeglaive did twice the damage of Ezreal without Runeglaive, in two similar tests. Tell me it's fair.

Rain NT7/22/2015, 10:23:07 PM1 votes

Okay.. what you rather want? Nerf all champions that can use Runeglaive in lane cause its annoying to deal with? ... OR the current nerf/buff on runeglaive? Beucase its better to nerf one than all the champs that can use it in lane.

Or maybe we should just buff Zed into a monster again so all the champ that does use Runeglaive doesnt even get to late game.

And about creativity, who said that its gone. If you want buy lichbane on Ez if you want, you an still go AP Ez since that was the WHOLE reason you would go smite ez anyway. This just pulls away the intended POWER that runeglaive gave to laners. They are not removing options for players, you can still go ap ez ap gp if you want, but they cant have runeglaive and become monsters mid-late game. Now AP EZ or GP are only monsters late game which was their original niche.

Lopen7/22/2015, 10:26:06 PM1 votes

Is this like one of those 9 out of 10 dentists agree kinda things?

AP Ezreal always did a lot of damage. Runeglaive didn't really send it through the roof, it just made people realize AP Ezreal was a thing by experimenting with it a bit. It's not as if it was winning all the time and as for the damage being doubled the math simply isn't there to support that so I'm not even sure where that's even coming from.

Just cause you got dumpstered by Runeglaive Ezreal doesn't mean it was overpowered-- Riot themselves didn't even claim it was too strong in the patch notes!