I honestly feel like triumph is a bigger issue than damage this season...

Cloud273··29 votes·10,772 views

I don't understand why Riot wants games to be so damn one sided. Buffs are stupidly overpowered. And after someone gets a kill (or even an assist) it becomes literally impossible to clean up because you get 12% of your hp back from triumph. And assassins need to invest almost NOTHING in order to get it. Back when masteries were a thing, you needed to invest really deep into the offensive tree if you wanted dangerous game (very similar to triumph), and it only gave 5% of your hp back on a kill/assist, so comebacks in fights were actually possible even if you didn't get the first kill. It's so stupid that even an assassin who isn't fully invested in the precision tree has access to this rune. And while we're on the topic of assassins let's also talk about how useless wards are this season, since they can one shot all your wards after they get duskblade. I feel like for the last few season it's been nothing but buffs for assassins (direct or indirect) and it's dumb.

32 Comments

Mordepool9 votes

It should be a delayed gradual heal at best

flibitydoo3 votes

actually it has a travel time making it inherently slower than dangerous game

what it doesn't have is a mana heal in addition to a health heal. Which was nice for mages since it let them seek out kill chains up to pentakills for most of the roster. Presence of mind being "the missing half" really just makes them have to overtune the base heal on triump to make the choices distinctive without seeming like they are a downgrade from the old mastery system (even though it obviously is).

Saianna2 votes

because we all know every assassin kills their targets from super far away.

Miraculum2 votes

{quoted}

because we all know every assassin kills their targets from super far away.

its a 1 second delay no matter how far/close you are to the target

Mordepool1 votes

It should be a 3 second delay and then the gradual healing would kick in

Miraculum1 votes

{quoted}

It should be a 3 second delay and then the gradual healing would kick in

3 seems too long, maybe 1 second delay and gradual healing.

Bob the Toastr1 votes

I think a gradual heal would be better. Maybe 5% instantly on kill or assist and then another 1% per second for 10 seconds (I realize that would add up to 15% which would be more than the current amount, but I feel it would be fair considering the delay)

BigFBear1 votes

{quoted}

It should be a delayed gradual heal at best

This or put it in Resolve. Because with % hp it's one of the best (if not THE best) tank runes and should be in Resolve!

Saevum5 votes

Nope, it's totally fine.

Venging Angel5 votes

Still too much damage in the game.

SSW Talon1 votes

I agree, but it's now too much damage on tanks and bruisers. The issue didn't go away it just fucked off elsewhere.

Warlord Rhinark5 votes

Honestly, I'd reduce the healing to 10% and remove the Gold.

The Gold is only there to snowball the champion that got the kill even further, and reducing the healing by just a little bit might make it more bearable.

However, I'm against bringing the health all the way back to 5% like it was with Dangerous Game, as Dangerous Game also restored your mana.

SweedishGunner5 votes

Triumph is overpowered, I wasn't aware others shared this opinion though.

Terozu4 votes

Dangerous game gave back 5% of your max health, Triumph gives 12% of missing health.

That means Triumph is only stronger if you're below 60% health.

The bonus gold on the other hand is something else all together.

FireDrizzle3 votes

Riot give something really overpowered a small but noticable buff and people just forget it. Rather than buffing iginite rito could have done with nerfing this because it is a minor rune canceclling out a summoner spell.

It turns 1 for 1s into 1 for 0s too easily but it is so punishing too die now.

Sire Hippington2 votes

not sure if it's a bigger issue than damage, but it certainly is a huge issue aswell and snowballs fights quite alot.

BrightWîngs2 votes

I agree its a little too strong but its not bigger issue than damage

Radiant Seraph2 votes

Don't forget every rune that only works when you kill champions. Aka the hunter and legend runes from domination and precision.

CasterGilgamesh1 votes

the domination runes arent that good tho you have to atually kill the whole team once to even get the full effect which isnt till late game unless they all die tower diving bot lane. I agree tho Triumph is too op and is just a "Win harder" kinda rune

AirKingNeo2 votes

Uh, not in the slightest. You could argue the gold, but not the healing.

General Esdeath 1 votes

I don't know if I've just been seeing things, but it looks like Triumph sometimes procs on MINIONS which makes no sense

Saianna1 votes

I once saw kogmaw proccing this everytime on every minion. I was like "wtf", wasn't sure if that was triumph or something else

Miraculum1 votes

{quoted}

I once saw kogmaw proccing this everytime on every minion. I was like "wtf", wasn't sure if that was triumph or something else

...lifesteal?

Saianna1 votes

No, there was this animation of some green wisp of air coming from minion to kog on death.

SweedishGunner1 votes

Overgrowth?

Saianna1 votes

I dunno. I only cloncluded it has the same animation as trumph, so it has to be it.

SSW Talon1 votes

It could be one of the Tenacity/Lifesteal/Attack speed buff thingies from the precision tree. The proc looks somewhat similar to triumph

Nevrankroaton1 votes

I don't think triumph is a bad rune, it reward you sometime taking risks and suceeding to win your dual but almost dying due to minion wave or a tower shot. It is indeed a "win more" rune, I agree on that but I never felt triumph made the game unbalanced because except for some very tense duel that finished in the favor of one person surviving a minion hit because of triumph, many time someone killing you had the upper hand and it wouldn't make much of a difference.

There is some very small and simple nerf to do if needed, as someone said, lower it to 10% or make it slightly delayed or gradual (so you still don't get too punished by a minion shot almost finishing you but you don't survive the tower shot?).

Glaricion1 votes

Riot released a hotfix for the new Conqueror, lowering its adaptive force by a good amount (33%).

Getting rid of the damage on celerity and lowering absolute focus' damage? Beautiful.

That being said, hopefully they go around and lower the power level on a huge amount of the runes that missed the tweaking pass, like Triumph as you mentioned and Aftershock (gives 70 MR and armor at level 1 for some reason).

Speaking of, I haven't heard much on Glacial Augment mage builds, are those still a thing, or how did they get removed?

Kadexe1 votes

I actually really like Triumph. It encourages players to make high-risk plays, rewards skillful play, and makes killer gameplay highlights. In fact, if I had the choice, I would make it a universal game mechanic. Like how Homeguards used to be a boots enchantment, and now every champion gets it at 20 minutes.

CasterGilgamesh1 votes

while i agree about how triumph is annoying it heals more then dangerous game because we had runes back then that game more stats flat out stats then what we get now.Not that i dont hate Triumph for how much rage it causes me. [sg-shisa]

ScarletVixen1 votes

I definitely agree Triumph is a problem since it's easy to get in runes and how strong it innately is right now. 12% of missing HP is alot, especially because it also procs on assists and kills alike. Also a problem is the fact Triumph indirectly counters ignite if the person ignited gets a kill because, more often than not, triumph heals enough for ignite to be worthless unless they do not get any kills or assists, which is a tall order if they're fed.

With the addition of tower plating and new bounty system, I honestly feel Triumph is due for a nerf to balance it with the rest of the game. Doesn't matter what Riot does to it, it's still infinitely more valuable than presence of mind and overheal by a pretty big margin. Presence of mind may be a bit good early and a bit of mid game but late game it's 100% useless due to cooldowns, mana pools or if they have manaflow band. Triumph is good in all areas of the game and in all team comps. Overheal does require the champ to be lifesteal heavy or has Soraka or Sona as support, otherwise its usefulness is marginal.

So I think it'd be fair to remove the gold you get from kills or assists. There's too much gold generation from tower platings and klepto's current state to warrant its existence in Triumph.

Additionally, nerf Triumph's heal to 10% of current HP with an addition that 10% only applies to kills, assists get you 5%. This rewards getting solo kills and carrying a game, while still making it a viable rune for bruisers like Irelia, Riven, Olaf, Kled ect.

Another addition is the heal is applied over 5 seconds (remove the travel time and apply heal immediately). This makes it both valuable in extended team fights and laning phases while not having it hard negate ignite's power by existing. Additionally Ignite debuff to healing should apply to triumph reducing its effective healing by 40% only during the time Triumph heal is ticking over the previously noted 5 seconds. This means say in a fight you get ignited, then 2 seconds later you kill them. This means that for the 5 seconds you are being healed by Triumph you lose 40% of the healing you get from Triumph for the first 3 seconds of its proc. This increases the chance of ignite killing them instead of being restricted to praying ignite kills them before triumph heal catches up.

Thoughts? It's not perfect but I think this would address several of the issues I have with triumph in its current state without gutting it into the ground.

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