@Riot: Regarding Runes Reforged and 3v3

Tahngarthor··4 votes·1,833 views

some rune adjustments were noted for Ascension due to the game mechanics. For example, this one:

Zombie Ward spawns a new, allied ward wherever you kill an enemy ward (or a new allied ward when your allied wards expire); however, there are no wards in Ascension… so, we’re testing out Ghost Poro. Ghost Poro allows you to summon a poro after entering a brush. The poro will stay behind and give you vision until you summon a new one, or until an enemy scares it away.

If Ghost Poro doesn’t happen, we’ll be swapping Zombie Ward out for something more useful regardless.

3v3 doesn't use wards either, so does this apply there too? It's a bit insulting that they discussed the systems impact on a Rotating Game Mode but not Twisted Treeline.

Some information on this and the other runes mentioned in Twisted Treeline would be greatly appreciated.

Sincerely, a hardcore ranked 3v3 player

9 Comments

Tenth Leper3 votes

Yeah the hunter precision runes would all be weaker in 3v3 too. That is an entire slot.

Tahngarthor3 votes

I wasn't even thinking about ARAM, you bring up a good point, there's no water or wards there either.

Tahngarthor3 votes

(Also, don't get me started on the whole no mastery tokens from ranked 3v3 thing, It's mostly what I play and I ended up playing SR a bunch of times just to get the tokens for my main champion)

Tahngarthor2 votes

My mind was mainly focused on the ones that are mechanically incompatible. The one about going into the river isn't really compatible either. They honestly should have avoided obviously map-specific rune effects in the first place, IMO. Again though, I'm frustrated that they felt the need to go over how runes are affected by one game mode and not another.

Minarde2 votes

Yeah, it's ridiculous that Riot included an entire section of the patch notes mentioning how rune changes affect a temporary mode, yet had absolutely no mention of how rune changes affect two of League's permanent modes. How do Waterwalking or any of the ward things work in TT/ARAM? Will they just exist as "trap" options, or will they be automatically substituted like Ascension? Either way, it adds more unintuitive elements to confuse players (like Champ Mastery points being enabled, but not tokens).

Tahngarthor2 votes

So, it definitely allows Ghost Poro. I guess having that does take a bit of the edge off champs that grant extra vision in 3s. Now the question is if waterwalking is repped or if it just does nothing

Tahngarthor1 votes

For reference, here's the Watewalking RGM change:

Waterwalking gives you movement speed while walking in the River, which wasn’t useful in the desert. Waterwalking will become Scorch, which allows your next ability to set the champion on fire, dealing damage.

The rest of the ones mentioned seem like they should be functional for Twisted Treeline, but it would be great if we could get some clarificaiton here.

metamilo1 votes

Also a bit insulted :(

Tahngarthor1 votes

I haven't risked messing around with this. Does zombie ward get replaced?

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