Aftershock should have a lower lv 1 value

ContDeCaterinca1··30 votes·17,440 views

The rune gives between 70-120 armor and MR.

The 50 increase from lv 1 to 18 is actually imbalanced. It doesn't keep up with the damage increase in other runes, while at lv 1 it's way too strong.

So i suggest make it range between 40-160. You gain roughly 7 extra stats per level(only 3 now), it's more balanced early and stronger late.

24 Comments

Warlord Rhinark11 votes

Remove it and replace it with Courage of the Colossus.

Problem solved.

FSRER1 votes

Yeah because we totally need more shields. Courga of the colossus was an awful rune to be vs but on the other hand, it gave supports and tanks just enough help for them to be useful. Ah good old times, not "who gona 1 shot faster" game but a "how should we fight?" game

Warlord Rhinark1 votes

{quoted}

Yeah because we totally need more shields. Courga of the colossus was an awful rune to be vs but on the other hand, it gave supports and tanks just enough help for them to be useful. Ah good old times, not "who gona 1 shot faster" game but a "how should we fight?" game

I'm confused.

Are you opposed to the idea, or do you agree with it?

FSRER1 votes

How about a balanced solution?

For example, urgot is a champion who has a shield bigger than the player who mains him right? He is also a champion who can proc courage right? Well, if courage was to get into the game again, he should have his shield gutted and forced to take courage which would give him a about 10% more shield than he had pre-gut. What would that translate to? Him being 1v1 able without courage (all those unsealed spellbook urgots can go to hell) while with courage, he would lack a damage rune but would have more time and power to scale.

At least thats what i think.

Warlord Rhinark2 votes

{quoted}

How about a balanced solution?

For example, urgot is a champion who has a shield bigger than the player who mains him right? He is also a champion who can proc courage right? Well, if courage was to get into the game again, he should have his shield gutted and forced to take courage which would give him a about 10% more shield than he had pre-gut. What would that translate to? Him being 1v1 able without courage (all those unsealed spellbook urgots can go to hell) while with courage, he would lack a damage rune but would have more time and power to scale.

At least thats what i think.

By that logic, all Urgots should be running Aftershock right now.

The shield from CotC is based on the amount of enemy champions you managed to hard crowd control with one ability, however, since Urgot can only hit one enemy champion with hard crowd control, he only gets a shield for 3 - 54 (based on level) + 5% of his maximum health.

At max level, with 3000 health, he will, at best, only get a shield for around 204 health.

I think that's way better than guaranteed 120 Armor + Magic Resistance and an around 250 damage AOE effect around you.

Bârd2 votes

Not quite.

It was based on the number of nearby enemies, not the number of CC'd enemies.

Warlord Rhinark2 votes

{quoted}

Not quite.

It was based on the number of nearby enemies, not the number of CC'd enemies.

Oh, my mistake.

But the point still stands.

A keystone that is nothing more than just a shield is still way healthier than a big amount of guaranteed resistances and an AOE damage effect.

Beast Brawler1 votes

Your opinion is bad and you should feel bad. If we went by your logic, we might as well get rid of runes and masteries all together, because there'd be no point. It'd be "Take x or you're literally trolling and going to get reported."

FSRER1 votes

While now it isnt like that huh? Most champions (those who are viable) have certain runes they can get strong with, for example, lucian, what can he get? sorcery keystone? nope, inspiration keystone? nope, domination keystone? resolve keystone? nope. Oh at least he can take more than 1 at precision...oh wait....only press the attack works.

Your point does not stand here.

Beast Brawler1 votes

It does because he's not forced into taking press the attack. He takes press the attack because it has the most synergy, he can take fleet footwork, electrocute, dark harvest, predator if he wanted, or even grasp or kleptomancy. He's not forced to take PTA, and the other keystones might not be as great or consistent, but that's due to the synergy between Lucian's kit and the keystone, not because he was forced to take a certain keystone. You could take any one of those and make them work.

kingDeDeDarius1 votes

I miss CoC. It was great on datius, and combined with steraks, would be amazing

FSRER1 votes

It depends on which darius. The pre nerf one or the after nerf one. The pre nerf one, no matter what mastery you picked would dominate.

General Matty4 votes

[{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=g3TXMuAy,comment-id=0006,timestamp=2019-02-16T06:56:19.662+0000)

Remove it and replace it with Courage of the Colossus.

Problem solved.

This.

BigFBear9 votes

Yeah... if you think about it: It's the resistances of 2 full items (1 Armor Item and 1 MR Item) at lvl 1.

Also i would prefer 3 seconds instead of 2,5 and therefore a little less resistance maybe.

ChaosReyn8 votes

but only while it's active, which really isn't that long.

I'd round it off at 50-150, personally. Nice, neat numbers, same overall effect, and just a little less drastic of a change, moving from about 3 to 5 instead of 3 to 7. Still gives cc tank supports a decent option without making all cc tanks into immovable objects that double as tactical nukes.

Ragnaveil1 votes

And well, champs like Liss into unkillable mages.

Evíl cookíe6 votes

Aftershock is only problematic on certain (most of them are ranged) Champions. CC-Tanks are already struggling. If you nerf this rune in general you have to give some Champions compensation buffs...

Ifneth5 votes

That’s a really good idea. Champions like Lissandra and Fiddle might choose different runes, while the tanks it’s meant for would gain more resistances later, when they would also have health to back them up.

SettDownShutUp4 votes

I would actually prefer if it didn't have damage, but it instead made you tankier for a longer period of time

Rathar Dashing2 votes

It should gain back some of its % scaling so it naturally increases in power as the game progresses, and is more valuable on tanks. It should be like 40-120+10%, or something like that.

Leonerdo2 votes

Unless you're building a lot of armor and MR, it's basically just 35-45% damage reduction. Because its mitigation potential is a percentage of damage (up to a maximum of your HP), it automatically gets more valuable as the game goes on, people start doing more damage, and you get more health.

So the scaling is just fine.

For comparison, most damage runes add a flat amount of damage. In order for that rune damage to stay relevant, it needs to scale just as well as the other sources of damage. But Aftershock blocks a percentage of damage instead, so it's always relevant, whether it's 300 damage or 3,000.

The only caveat is tanks who stack armor and MR. They get a little less value from the additional stats of Aftershock, since 120 armor isn't that great when you already have 200. But at least they get more damage because it scales off max HP.

Dracocrash1 votes

I would prefer if they removed the resistances and made it flat damage reduction that scales with level. Right now aftershock heavily benefits squishies and bruisers who build hp and no resistances. Since resistances have diminishing returns it PARTICULARLY sucks on tanks. By making it flat damage reduction, it would benefit tanks more without making it oppressive on squishies like lissandra and hp building bruisers.

Ałice1 votes

It's useless on CC tanks because the enemy would be CC'd in the whole buff duration, and is effective only on ranged champions, which is probably not what Riot wanted. A rework is what this rune needs.

SS19861 votes

{quoted}

The rune gives between 70-120 armor and MR.

The 50 increase from lv 1 to 18 is actually imbalanced. It doesn't keep up with the damage increase in other runes, while at lv 1 it's way too strong.

So i suggest make it range between 40-160. You gain roughly 7 extra stats per level(only 3 now), it's more balanced early and stronger late.

I will allow this if you make it to proc on 3 autos so i can abuse such a stupid rune on master yi .

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