Why does Gathering Storm exist when in most games you'll only get one or two stacks?
Just wondering :^)
Just wondering :^)
For the low elo matches where the game somehow manages to run to 40 min until one of the teams manage to kill baron and then win.
Even then its not very often to last long.
Based on my observation of bronze behavior, only time they will go for baron is if they win a teamfight near baron and the entire team is not low in health.
But in most occasions, teamfights will happen in lane and their post-fight decision is usually determined by where the fight took: -if near ally turret, they will push the wave and recall. -if neither near ally turret nor enemy turret, they will take jungle camps for farm even if they are lv18 and at full build, and wait for the enemy team to respawn. -if near enemy turret, they will actually push for the enemy nexus and win.
OMG the truest shit ever!
So you have an excuse when you vote No
So you have an excuse when you vote No
Or just play
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,
,
, or 
[{quoted}](name=Lord of Math,realm=NA,application-id=3ErqAdtq,discussion-id=h4Ao1fYj,comment-id=00080000,timestamp=2017-11-13T03:05:27.432+0000)
Or just play
,
,
,
, or

oh wait.....
To offer a choice that supplements strategies and builds where you think the game will go the distance. This isn't to say an average game is likely to last long enough to make Gathering Storm a good default choice, or even that Gathering Storm is necessarily properly tuned at the moment (maybe it should give more stats, stack faster, etc.), but that is the purpose.
Why have a lategame rune, when you are doing all you can to make the game not even have a mid or late phase at all, but be entirely decided in the first 5-10 minutes of laning?
You spent the last 2 seasons adding snowball mechanic after snowball mechanic, newer and better ways to push down towers/inhibitors/the nexus (you know, the actual win conditions for the game) making ADC items cheaper, build easier, and scale with themselves better, nerfing defense and sustain (that isn't lifesteal) or removing it outright (rip spellvamp), so no shit the game will end much faster, and realistically be over long before the nexus dies.
Shit, you guys even went as far as to shave 10 measly seconds off the opening, because games just weren't ending fast enough, you added surrender at 15, and I've even heard mention of reducing that to a unanimous surrender at 10; and then, at the same time, you add this, and make defense/utility runes that must wait 10 minutes before they do anything (at which point the game is already half to two-thrids over).
I dunno, why add choices for a phase of the game you're trying to make disappear entirely? It just feels bad, and like a slap in the face to the actual late game champions who need something to survive until the game can actually get late, not just something that rewards them for the 1 out of 100 games that somehow isn't over by 30-40 minutes.
Dude. It's preseason. Like 3-4 patches ago the meta was to go the distance with ADCs. Things are volatile right now and naturally going to be more snowbally. Be patient.
I am discussing on going trends that started 4 years ago, and have been greatly exacerabted in the last 2, and especially so with this patch and what RIOTers have said was the intention of various changes. It is quite clear they want games to be 10-20 minutes long, or maybe even shorter.
Average game time is about 30 min from my experience. average game time before preseason felt higher. Preseason has obviously reduced average game time, but hey, that's preseason, volatile and kind of crazy. Pretty much as expected.
Average game time is about 30 min from my experience. average game time before preseason felt higher. Preseason has obviously reduced average game time, but hey, that's preseason, volatile and kind of crazy. Pretty much as expected.
At least 2/3rds of my games don't reach the 30 minute mark, and most are decided long before that.
You must be playing on a different account than the one you're posting with now. Because that match history is so small, or op.gg isn't updating your account properly. Anyway, from it you have 2 games that are 1 minute away from the 30 minute mark. 1 that is 34 minutes and a couple other that are 55 minutes and 45 minutes respectivly. One game is below 25 minutes.
So out of those 6 PvP games, literally 3 games are above 30, two are so close to 30 and one is below. So at least 5/6 of your games are around or above 30 minutes from the data I have which show that even 1/2 of your games reach well past the 30 minute mark.
To offer a choice that supplements strategies and builds where you think the game will go the distance.
So it's a literal crapshoot rune outside of LCS play.
Anything under high gold.
No one knows how to close out games.
It also feels like games right now are much shorter (honestly they feel well under 30 minutes) due to the imbalance of preseason, which would make it more of a trap rune at the moment. Is this the case at all?
A) 2 stacks is amazing. 24 AP from a single rune? Yes please.
B) It's up to the player who takes Gathering Storm to MAKE the game last long enough. I do this with Nunu by securing dragons and heralds to make sure the enemy team can't snowball out of control. I still lose a lot of games but I at least have 80 AP when i lose.
Some games do go 30 minutes or more. Even 2 stacks gives comparable gold value to other runes.
Not all runes necessarily fit into the current meta (which right now is full fiesta 15 minute snowball fests that rarely go to 30+ minutes), but it's certainly possible the meta in the future might stabilize into something with longer games, in which case it'll make for some rather spicy late games if people can drag things out to 40+ minutes.
it will be better when everyone figures out whats good and stops feeding the asses off.
it will be better when everyone figures out whats good and stops feeding the asses off.
I think it has more to do with towers being utterly pathetic right now.
and xp change
I am more bothered by the fact that Riot wants snowball to be exponentional
its meant for teams to stall out as long as possible for people like veigar
Veigar really wouldn't care about it. He gets so much AP that 40 more really won't make a difference. Tanks or supports would enjoy it more.
Yeah, Veigar already builds Voids-n-Tank half the time simply cause the AP isn't relevant to him.
you want to take sorcery on veigar because all three choices are good for him, and at the third rune level every other rune isnt as good as gathering storm, you can get more value out of even just 1 stack of gathering storm then scorch most of the time
If you do the maths you'll see scorch does more than gathering storm in a game I reckon. Especially under the assumption that the game only lasts <30 minutes.
it depends on how many times you land abilities, and how good your ratios are. as for game length im always ready for the solo q fiesta, i know its gonna happen more then it doesnt, so im prepared for games to drag out
Currently it feels weak because of the game being as fast as it is now, however in a meta where games take longer the rune would be taken on just about everybody who could take it.
I take it on Evelynn sometimes because you simply don't get like any AP in the mid-late game (Runic Echoes and LB are fairly low AP and then you are generally stuck with a utility item like Zhonya's or Protobelt which again has very little AP). The rest of the options are pretty medicore since Scorch is only good on laners and Waterwalking is so situational and mediocre it isn't worth considering.
So Riot can say "look, we're trying our best to emphasise the late game as well!"
Pro tip: They're not. They like short games because it means shorter tournament games, which means less money spent on arenas.
And they were worried about live viewers losing interest in best of 3 series that go to 5 games. Apparently, people weren't staying the full time, and this was "concerning" to some. Nevermind that a best of 3 going to 5 games should be the most exciting of matches at a competetive level if you actually care about the game, and never mind the fact that the implications are that the game itself isn't engaging to watch (many people complain about how safe and scared pro players have to play, or the fact that we don't see individual 1 vs 1s as the risk is too great, instead they 3-4 man push undefended towers on opposite sides of the map at the same time, or just group as a giant deathblob that runs down the enemy team because they were able to snowball early ganks). No, clearly games are just too long, and we need to kneecap length however possible. Oh, and make those damage numbers bigger.
'cause, y'know, that's what people like. Big damage numbers and uninteractive early game stomps. /s
For when Ryze's team lasts for at least 30 minutes.
I'm not salty that assassins are running around everywhere and killing my bot and top lane even when I went 0/2 in lane and Talon comes back 5/0/1
I'd like to believe its a step Riot took toward looking to bring back longer games. We'll just have to see how Preseason plays out.
Noob trap until we get longer games. Than it will be busted when we all start playing the long game.
I stopped taking it. Games dont last past 25m.
[{quoted}](name=Seto Kaìba,realm=NA,application-id=3ErqAdtq,discussion-id=h4Ao1fYj,comment-id=,timestamp=2017-11-12T20:04:16.229+0000)
Just wondering :^)
Only reason I get it ever is because when I take sorcery tree the other two options are too shit.
With your username I feel like you have to run Klepto every game and type in all chat "Screw the rules, I have money!"
I take it about a third of the time as a no-one-else-will-end-the-game-so-I-will contingency.
We mainly have it since many players had some sort of ap or ad runes before preseason. It is a sort of compensation for that as the 10 and 20 minute bonuses although minute are close to what bonus ap and ad people had in runes.
Other than compensation, it is also there as a late game option to take if you feel you can use it to its fullest potential.
It's not that bad at any elo. The consistent 24 AP at 20 minutes is usually better than the River AP (sometimes) or the Burn (which is tbh really low damage later in the game).
Play
her wave clear and range can stall games very easily however, thats assuming the rest of your team will follow along.
It's there to give you the illusion of choice.
Don't worry even in this game state I'm sure the pros will sure show us how they can stagnant the meta with resident sleeper waveclear and well scaling ranged carries beside their pet front line punching bags and take this rune into safe lanes.
Definitely will be much better than last season already though. Assassins will probably get some consistent play but definitely not lower access fighters. Heavy tanks will still be great but sometimes ap characters will bully them hard in top lane due to the low hp/mr situation which no melee got either of. Tanks will probably flourish in the jungle with their cc tools. It's gonna be like s4 I think which is a breath of fresh air. That time when Xerath mid was popular and Rumble and Lissandra were common top laners and both solo lane ap made crossing death zones in teamfights.
The main thing this season is defense runes are less optimal or just flat out worse when they are which disadvantages dps types that need more exposure to risk. Assassins can pull of their "cheats" but can still fail spectacularly when we're talking high level play
In Bronze and low ELO in general, where games are dragged 20-30 minutes over what they should be due to bad playing, this is a BEAST of a rune to take. Granting that guaranteed infinite scaling is huge in certain situations, not just in Bronze.
I always take this rune in non-Ranked because the bonus gets quite high after 30 - 40 minutes, and games usually (usually) last longer when people aren't playing super seriously. Got over 1200 AP on Cassiopeia with this.