Too much power in single keystones

Malak··6 votes·2,030 views

Some keystones are basically mandatory on certain champions and it's dumb. How about making champions actually good so that they don't need to rely on OP keystones to be viable?

Conqueror, for example, makes bruisers really good but as soon as you take the keystone away its pure tank meta top lane. Suggestion: reduce true damage from conqueror significantly, buff bruisers who only use that keystone.

Electrocute is another one. There's a good number of champions who ONLY use electrocute. Suggestion: nerf it until some people start using other keystones as well and maybe buff a few champions if they start struggling. Like, for example, Hail of Blades and Dark Harvest, which are also supposed to be burst keystones.

I can't remember any other problematic keystones that haven't already been nerfed. On the flipside, some keystones (specially sorcey) are pretty lackluster in design and power but that's another thread.

8 Comments

Madsin252 votes

It baffles me the majority of the keystones are left in their current state.

Electrocute + scorch level 1 is the damage of 5 thunderlord procs. Watching some of these champs take level 1 trades where they both end up with 1/4th their hp is disgusting.

AR URF1 votes

Riot likes their one shot meta too much. One shot meta=faster games

Jaygo411 votes

The fortnite kids are continuing to play fortnite, gotta bring them back to the game with HIGH DAMAGE!!!!!!

Edge of Daybreak1 votes

so if the plan is nerf the must have keystone until it's not a must have wont a different keystone take its place and you have the same problem? We can all do math so if one keystone is just mathematically worse ill just go to the next best one.

Madsin251 votes

Ok? Take the next best one.

These keystones need nerfs regardless of what you plan on taking after.

Teridax681 votes

I think a major problem over time with League's design is that it's tried to draw focus towards power other than that belonging to its champions: for sure, the old rune and mastery systems were outdated, and stat stick items aren't especially interesting, but concentrating their power into high-visibility, active effects has caused them to draw too much attention to themselves, at the cost of the champions using them. This I feel is why so many players feel like they're playing League of Conqueror/Dark Harvest/Duskblade/Ardent Censer, rather than whichever champion they selected, as their unique kits often end up playing second fiddle to their rune and item setup.

Invisible power runes and items may not have been easy to appreciate, but to some extent, it was a good thing that they took a back seat in the player's mind, because that meant they could focus more on their champion's gameplay. Items these days may have some gameplay of their own, but when that gameplay dominates that of the champion wielding them, and is seen every match, it has ended up reducing diversity of play. League's customization systems have constantly been on this unpleasant sliding scale where they either add power without any real gameplay, or add gameplay that detracts from the core experience of playing a champion, rather than enhancing it. As such, it may be better to trim the fat and see exactly what kind of gameplay is desired. In the case of runes, I think the entire system could be safely rolled into itemization, and cut out from the game in the process. Many rune effects already exist on items in some form, and many among the rest could be perfectly suited as unique item passives. Beyond that, I'd like more tailored customization options for each champion, but that would be a whole other endeavor by itself.

DragonShea1 votes

And that is why I've said that on my main Yorick that he should have 1%-2.5% max hp heal on his Q if he hits a champion. Grasp is too mandatory on him for sustain and he is a jugg that needs it.

AlienPrimate1 votes

This is one of the many reasons that I one trick Taric. He has many strong choices along with others that work.

Strong: Guardian - this is obvious, he is a melee support Aftershock - boosts his damage and tankiness Glacial Augment - allows him to stick better allowing him to more freely use his passive Press the attack - his passive literally doubles his attack speed making this easy to proc

Work: Grasp of the undying - gives him a small increase to his healing as a top laner Kleptomancy - his passive enables klepto to work well with ability casts followed by auto attacks being his kit (this was my go to rune until the 25 bonus auto range was removed) Predator - this can be fun with the enemy not being able to get away from your stun Electrocute - the same as press the attack, he can proc it really easy Lethal tempo - as already stated, his passive literally doubles his attack speed so if lethal tempo gives him 3 attacks per second his passive will double that to 6 Conqueror - could be good against a tank in top lane but I prefer press the attack Phase rush - same as glacial augment, more sticking power to proc his passive Arcane comet - he has a stun, comet works on anyone with a stun/snare

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