Why does taste of blood have a 20 second cooldown.
When the other two runes have 4 seconds?
When the other two runes have 4 seconds?
Taste of Blood is a Rune, not an ability. The reason why it has a higher cooldown than its counterparts because it would allow for larger amounts of healing and throw the other runes in the category into the trash.
If taste of blood also had a 4 second cooldown, it would be impossible to kill people who take it with poke or by trading.
Taste of blood is the strongest rune in that Row -.-
Taste of blood is the strongest rune in that Row -.-
Cheap Shot is worth ~18 to 90 AP for a single spell every 4 seconds. Sudden Impact reduces the amount of damage needed to kill a target by 6 or 7 damage per 100 HP your target has.
Cheap Shot is worth ~18 to 90 AP for a single spell every 4 seconds. Sudden Impact reduces the amount of damage needed to kill a target by 6 or 7 damage per 100 HP your target has.
Cheap shot can only be procced if you CC the enemy. I'm sure that most CC abilities that have range have a cooldown of 4s. Taste of blood outheals cheap shot's dmg. Unless youre Annie or smth.
Cheap shot can only be procced if you CC the enemy. I'm sure that most CC abilities that have range have a cooldown of 4s. Taste of blood outheals cheap shot's dmg. Unless youre Annie or smth.
Taste of Blood heals an average of 1 HP per second at level 1. Cheap Shot does an average of 2 damage per second. Even with the bonus damage being situational, it isn't hard to have it deal more sustained damage than Taste of Blood could heal thanks to spells like Lux's E which trigger it automatically. The gap only widens as you gain levels as you can apply Cheap Shot's damage far more frequently with CDR and allies' CC.
Partly because you only need to hit a champion to recover HP with this rune, while the other two require to use an ability (except Cheap shot that can be activated by Ashe and Frozen mallet users with basic attacking); partly because dealing 8 true damage at level 1 is pretty meagre as compared to recovering 18 (+20% bAD) (+10% AP); partly because, eh, with higher sustain people in Riot Games' HQ would think there aren't enough kills to make the game interesting.
Taste of Blood is by far the strongest rune in that row.
Taste of Blood is by far the strongest rune in that row.
is it though? when you consider flat 7 lethality or true damage?
It's def not the strongest rune in that row, but its more accessible and is more powerful early game compared to the other 2 runes in that row, but much weaker late game. Taste of blood allows champions who require electrocute/predator to do damage sustain without resolve/triumph
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is it though? when you consider flat 7 lethality or true damage?
Yes it is. 7 lethality is nothing, you can just counter it with 1 armor rune. The true dmg has been gutted so hard (like wtf 23 true dmg at level 10 like whats the point?) while taste of blood has a decent ad and ap ratio and all you gotta do is deal dmg. Usually mages have 35 ap at level 1, so you'd heal 21 hp (3 ap + 18 base). It outheals both sudden impacts and cheap shots dmg at every stage.
On average, as someone who plays Irelia, SI usually deals like 500 dmg. On a champion who constantly dashes. While taste of blood heals for up to 1.3k almost everytime.
It's simple maths. Please stop being one of those that go ''REEEEEEEEEE TRUE DMG, IT MUST MEAN ITS OP!''
Yes it is. 7 lethality is nothing, you can just counter it with 1 armor rune.
Depends on who we're considering because it applies penetration over the next few seconds.
Even
can proc it with venomous bite, and all of her autos + spiderlings gain the lethality and penetration, 1 armor runes/1 MR rune isn't cutting it, and most champs take health per level anyway.
or alternatively, even with cheap shot being low on damage, it is free extra damage that procs every 4 seconds, a team with any CC could add a fair amount of extra damage, or even red buff. I take it on Elise because it indirectly boost her missing health based damage during a standard combo and with red buff helps get the lead going early.
Taste of blood isn't really great in most scenarios unless you're taking it for lane sustain, its true purpose (that and filler if you don't have consistent CC or a dash.. ADCs can't really utilize either two.) its only good because you can pair it with ravenous hunter to stay in lane longer, and other secondary runes are either terrible for lane phase or nerfed into the ground.
Out of laning phase tho, you never feel taste of blood, even cheap shot becomes negligible.
Depends on who we're considering because it applies penetration over the next few seconds.
Even
can proc it with venomous bite, and all of her autos + spiderlings gain the lethality and penetration, 1 armor runes/1 MR rune isn't cutting it, and most champs take health per level anyway.
or alternatively, even with cheap shot being low on damage, it is free extra damage that procs every 4 seconds, a team with any CC could add a fair amount of extra damage, or even red buff. I take it on Elise because it indirectly boost her missing health based damage during a standard combo and with red buff helps get the lead going early.
Taste of blood isn't really great in most scenarios unless you're taking it for lane sustain, its true purpose (that and filler if you don't have consistent CC or a dash.. ADCs can't really utilize either two.) its only good because you can pair it with ravenous hunter to stay in lane longer, and other secondary runes are either terrible for lane phase or nerfed into the ground.
Out of laning phase tho, you never feel taste of blood, even cheap shot becomes negligible.
That's precisely why taste of blood is the best one in that row. SI is a rune which scales, but games end usually at around 22 minutes or so. The maximum average output SI gives is 400 dmg while taste of blood heals for more than 900 almost every game.
Right now, laning phase actually means quite a lot. And if you look at winrates for anyone who uses domination, taste of blood has almost always a higher WR compared to the other 2. The only time taste of blood is unfavoured is if the character has built in sustain (so Kat always buys gunblade and Akali has her Q + gunblade) or characters with constant CC and range can utilise cheap shot.
Yes it is. 7 lethality is nothing, you can just counter it with 1 armor rune. The true dmg has been gutted so hard (like wtf 23 true dmg at level 10 like whats the point?) while taste of blood has a decent ad and ap ratio and all you gotta do is deal dmg. Usually mages have 35 ap at level 1, so you'd heal 21 hp (3 ap + 18 base). It outheals both sudden impacts and cheap shots dmg at every stage.
On average, as someone who plays Irelia, SI usually deals like 500 dmg. On a champion who constantly dashes. While taste of blood heals for up to 1.3k almost everytime.
It's simple maths. Please stop being one of those that go ''REEEEEEEEEE TRUE DMG, IT MUST MEAN ITS OP!''
Little bit of true dmg is not the problem.
why does zed w have a 22 s CD? :D
why does zed w have a 22 s CD? :D
you're right, lets increase it to 25s? :D
The same reason Malphite's ult has a longer cooldown that Yasuo's - there's a restriction attached to the shorter cooldown ones.
The same reason Malphite's ult has a longer cooldown that Yasuo's - there's a restriction attached to the shorter cooldown ones.
Yasuo's ultimate also gets a bunch of gimmicks on top of the shorter cooldown, whilst the Rune in the Domination tree don't, so I don't see how the analogy fits.
The analogy fits because it's a fucking comparison and you don't need to overly complicate it.
The analogy fits because it's a fucking comparison and you don't need to overly complicate it.
Jeez.
Calm down.
Cant wait for the 400 Second lux ult by that logic
And 900second draven jinx and ezreal ults
If you ask me, taste of blood should be deleted and legends:bloodline should be converted to omnivamp (1/3rd as effective with AoE stuff). This would remove a little sustain from the assassin tree, it would buff an underused rune in a way many precision users would ignore but a few might benefit from, and it would make an interesting decision for precision secondary users. They'd have to pick two of the following: bigger benefits from a takedown, more sustain so you can take someone down, or more damage on someone low to kill them.