3 new keystones that I'm a little worried about
A lot of these go under the section of multiple keystones (not very clear on number or I am blind) If it's 1 keystone then #3 becomes less of a problem
Lethal Tempo - 1.5 seconds after damaging a champion gain a large amount of attack speed. Lethal Tempo allows you to temporarily exceed the attack speed limit.
Member the old kog maw with 5.0 attack speed and how that was an annoying problem, do we want that back? no, but this rune might not make the new cap at 5, but it's still annoying especially how strong adcs are (with
)
Grasp of the Undying - Every 4 seconds your next attack on a champion deals bonus damage, heals you, and permanently increases your health.
Remember Strength of the Ages, well this is the quote on why it was removed > Strength of the Ages is the only keystone that’s become almost mandatory for an entire position, regardless of playstyle: the jungle. Health is useful for every class, so it stands to reason that champs who wouldn’t otherwise take Strength would still pick it in the jungle, where it stacks fastest. The problem: most junglers now end up with 300 extra health, plus other survivability bonuses from the Resolve tree. This works for tanks, but when damage threats find success with defensive setups, opponents have no means of fighting back. We’re retiring Strength of the Ages so junglers gravitate toward keystones that enhance playstyle, not their position—ensuring that damage dealers play like damage dealers, and tanks play like tanks.
Dont get me wrong, I got the idea at the time and I still like it, but now replace jungler with top laner
Guess who gets to get more health for free because they can attack and have a means to not be punished
etc.
Health increase might not be that big, but then you hurt tanks because then they are forced to pick Aftershock ( I don't think guardian will be picked since bond of ages hasn't really been picked by top laners and so why would guardian)
- Summoner Specialist - Get Summoner Shards and exchange them at the shop to change your Summoner Spells.
pick defensive summs pre
, get
, get offensive summs, dominate game
This can be said about every snowballing champ that seriously does work late, but their major downside is a work early game which can prevent them from snowballing if they feed. If this rune becomes useless for these champs chances are its useless for everyone else (except some late game junglers)
Some clarification points and then I'm done,
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While tanks can use other keystones besides like phase rush (
) and predator
, if a tree becomes centralized for a role it becomes the same thing it is now, running thunderlords on bursty champs, fervor on right clicks. Diversity on trees is my biggest hope for these new keystones -
I don't hate the concept for any of them except for breaking the attack speed limit
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No, this is not a hate thread on any specific champs that MIGHT be op, I'm just using examples on ones that could fit the kit
Thanks