New "runes" laregly favor ADs

Funkin Dunkin··4 votes·481 views

So far from what I have seen, these new "runes" seem to favor ADs very largely. First off, with Lethal Tempo. This gives champions with any on hit a massively large advantage. They are getting gains that are comparable equal to 2-3 items. Even at just 30% attack speed they gain a free item 1043 + 5%. As the game progresses this increases to 80%.... item 1043 item 1043 item 1043. Yea. The Vayne and Teemo of the world are all loving this. Even Jinx is seeing some massive damage spikes since this essentially doubles her passive.

Next up, Press the Attack. This one doesn't seem like it would be too horrible. Until Twitch shows up from out of no where and blasts multiple people with raid fire execution. I thought something like this would be more of a Gnar thing but his lack of attack speed and coin flip Mega Gnar makes it unreliable. On the flip side, Urgot and Draven loves this.

Fleet Footwork I have yet to see many ADs use. It's the old bloodlord's lust that, in comparison to the other two new options, is entirely outdated. I doubt you'll see anyone picking this after the first couple days of trying these new "runes" out.

Overall I'm just seeing huge gains for ADs but other champions, specifically tanks and supports, just aren't feeling the love. Klepto is a complete joke of "rune". And honestly, free boots just doesn't give me the feels. Going into debt is kinda cool, but what does a Support need Minion Dematerializer for? Tanks no longer benefit from the scaling runes for armor/MR but do still maintain the +5% stack bonus...which they now have to wait 10 minute for. While ADs are getting immediate benefit from all their "runes". No love there. And Aftershock is lack luster at best. It gives Sejuani passive type armor and resistance, but only lasts a second longer than most stuns and knockups anyway. So instead of getting good in battle anti-burst, you've already lost more than half your "rune" passive while the other player is in crowd control affects. The shield that we used to get at least made sense. The only benefit this really gives a little extra pop of damage based on your maximum HP. It does little to help you survive. Which, by the way, has a 20s cooldown. Unlike our friendly AD who's cooldown is only 10s, and can be extended by 6s every time you hit someone.

I haven't done much with the burst "runes" yet but from listening to other players, it limits the "time frame" when you can attack on some because the stacks from the jungle can eventually be lost if you don't make a gank. So yea....there's that too.

2 Comments

Fullmetallic1 votes

1: you can only extend lethal tempo to a max of 6 seconds and it doesnt go on cooldown when you have the effect 2: you only get the Atkspeed 1.5 sec after 3: kleptomancy is very strong early especially on supports who can easily proc it , like nami 4: if you have relic sheild, you can use minion dematerializer to safely kill the tank from a distance, and increase your execute potential if you are a ranged relic sheild user (Thresh ) 4: aftershock is very powerful on people with close cc (Leona , Riven , Thresh ,Maokai ) 5: the health gains from fleet footwork is much higher now (IMO) 6: predator gives you a whole 15 seconds, dark harvest gives you 5 min window once you reach 150 stacks, and electrocute is just thunderlords.

overallyour arguments are valid, but that doesnt mean you should disclude the other runes (except mages, they got fked over, everyone is forced into arcane comet)

Awhegark1 votes

you speak the truth. mages are fuked even harder now. And this has just made adcs even stronger. The people that think ad assassins are the ones abusing this are delusional.

More from Gameplay

More by Funkin Dunkin