Minion Dematerializer rune in the Inspiration tree needs a buff.

ßiggie Cheese·12/1/2017, 4:21:34 PM·69 votes·52,307 views
Minion Dematerializer | Rune Forge

Currently there is no reason to take Minion Dematerializer over Magical Footwear and Future's market. The % damage increase is not significant enough to out weight free boots at 10 minutes that are gold efficient.

Problem: Each Dematerializer used shouldn't have diminishing values if used on the same time. Currently, the first proc on one minion type increases damage by 4% and procs after only increase damage output by 1%.

Suggestion: Keep each proc consecutive and consistent in terms of damage out put. Lower the % to 3 but all procs after remain at 3%. This would be a helpful start, increasing the number of dematerializers doesn't seem to be the right course of action (currently start with 6) because they already take up a much needed item slot.

Thoughts?

102 Comments

RiotFearless12/1/2017, 7:48:21 PM78 votes

We agree that this rune isn't really living up to what we wanted for it, and is kinda letting the slot down. No timeline on improvements, but we are exploring where to go with it.

Jbels12/1/2017, 5:14:46 PM12 votes

Honestly, it's a REALLY bad rune. It sounds cool on paper, but it ends up being extremely gimmicky. Free movement speed and faster access to items through debt are much more attractive than being able to hurt minions moar. Won't be surprised if it's replaced by the end of this season with a different rune, or reworked entirely

Durzaka12/1/2017, 6:35:08 PM8 votes

I honestly don't understand the purpose the rune at all.

It feels like it is only useful in helping mages (primarily) reach breaking points where they can one shot an entire minion wave instead of leaving them with a sliver of HP. But that is such a niche benefit and doesnt seem worth taking up a rune slot.

Proxy34512/1/2017, 7:07:41 PM5 votes

Just get rid of it and turn it into a shop item for killing superminions since thats basically what it was made for anyways lol

ModKnightsKemplar12/1/2017, 4:53:57 PM4 votes

I really wanted a Glacial Augment Swain build to work, and one of the key components of that was using minion dematerializer to keep from losing too much cs under tower.

I haven't gone back and tried it again recently, but in the first couple of days of Runes Reforged, I quickly realized that an Arcane Comet focused build would be much, much better. Part of that was the inability to use minion destabilizer in any way that resembled "effective." And if that isn't the case where it's useful, I'm not sure what the success case is supposed to look like.

Blitz10012/1/2017, 10:08:36 PM3 votes

There's one very simple way to make this rune relevant: make it usable on your own minions. Fits in well with the Inspiration Tree and adds strategic depth to the game. Also we could finally tell those arrogant Dota players to go screw themselves.

Critmaster Garen12/1/2017, 6:23:35 PM3 votes

i think minion dematerializer should do the old aoe smite thing, where it allows you to clear most of an entire wave of minions from a decent distance.

or at least the caster minions.

this would be great for someone whos heavily pressured in lane by his opponent and still wants to be able to get as much farm as possible. the limited use of 6 charges makes this decent to get through the early levels without being too crazy of a pushing tool.

SAIZOxRYOMA12/1/2017, 8:55:30 PM3 votes

if your target minion dies before dematerializing, you don't benefit from the bonus damage it would give. that should be changed too. at least give back a dematerializer stack in that case

Duke of Orange12/2/2017, 5:24:36 PM3 votes

Zaun Ticks or (Shuriman Scarabs) Minion Dematerializer

Start the game with [3?] Zaun Ticks that permanently convert an enemy lane minion after a brief delay (1.5s flee, I mean old "flee" where the unit runs around like crazy). Zaun Ticks are on a (30s) CD PER LANE. All gold gained by the minion goes to the champion who converted it. Enemy champions get (X%) kill gold on converted minions.

KEEP: Kill gold and experience for conversion/kill, does not work on super minions REMOVE: Increased damage

Pros -great early game for winning trades, pushing an empty lane, getting first tower -can give your lane opponent a gold advantage (read: good risk-reward trade off) -see minion run around like crazy (fun and CLARITY!!!)

Cons -scales poorly late -may be too safe for lane squatters and too harsh against some champs

This change adds a early mini-game component of "hard lane departure penalties." Solo laners run the serious risk of losing lots of farm for roaming and backing against this rune. Junglers can also utilize this rune to hold lanes. "Per lane" cooldown prevents double/triple conversion abuse case. Shoot me some props Rito if you like. Also I has much more ideas too heh heh...

Reaper Soraka12/1/2017, 8:26:07 PM2 votes

It's great for stealing cannon minions. Our dumb ADCs can't even tell we're taking them because there's no attack animation from us.

Hi. :)

Liveey12/1/2017, 6:16:26 PM2 votes

It's a support rune line I dont see why supports need to damage minions. I feel like the rune just isnt worth it nor does it make sense. Maybe marked minions give you half gold if killed by an adc? That would be nice. Idk

Avios112/1/2017, 6:25:33 PM2 votes

I think it'd be neato if the rune converted the enemy minion to a little pet that follows you around and helps you. Grant like 5 gold and last for like 30-60 seconds or something, but target what you target, etc etc.

Still grants gold and exp though.

EDIT: Could have only like one at a time if its abused to swarm the enemy with a swarm of little costumes murdering everything.

Seralph12/2/2017, 4:15:48 AM2 votes

What if we get extra gold for killing them instead of having more damage against them.

Remlap122312/1/2017, 6:29:14 PM1 votes

Do you want to break Tryndamere and Ezreal? Because that's how you break Tryndamere and Ezreal.

VeganScout12/1/2017, 5:54:01 PM1 votes

Might be good against super minions ?