Why a minor rune is allowed to be stronger than a Keystone?

Lil Homie busta·6/24/2019, 9:51:35 PM·2 votes·1,086 views
Ravenous Hunter

Should this rune really heal more than Keystones that are dedicated to healing like Grasp, Conqueror or Fleet Footwork? At the end of the match, you can see in the rune stats that Ravenous Hunter usually heals you for 3K~6K while healing Keystones doesn't even come close to this (usually 1.5K ~ 2K). Why is this allowed? Why a minor rune should impact more the game than a Keystone? No wonder why everybody plays with this 'burst + sustain' toxic playstyle, it's way to forgiving and strong.

Meanwhile, Celerity's still giving you 7~10 MS, 40 MS on champions with MS boosts (which worth about 480 G while the boost is on).

12 Comments

Thingamajig6/24/2019, 9:59:00 PM3 votes

all of the minor runes in that row are stronger than keystones the trade off is that they aren't strong on their own you actually need to be doing something for them to be effective

Critmaster Garen6/24/2019, 10:05:41 PM2 votes

correction. the rune only heals an obscene amount on a handful of specific champions, while its balanced to garbage on most.

this is a problem with the rune system in general. they synergize more with specific champion kits, than playstiles like originally advertised.

for example id love to use ravenous hunter on garen to give him some option for in combat sustain. but he gets dicks for healing out of it due to how his kit works.

meanwhile morde heals like 6k over the course of a match with it.

MrFawknSunshine6/24/2019, 9:53:39 PM1 votes

dont it scale with damage? so the ratio scales with ad/ap right? so the champs that take it typically have full damage builds hence why it might heal so much.

preternatural6/24/2019, 10:50:54 PM1 votes

well to compare it with fleet, conq and grasp.

ravenous simply gives you spellvamp, we can say scaling spellvamp if you like because each unique kill makes you more vampy.

fleet gives a bit of nondescript sustain on auto attacks and a move speed buff. conq gives sustained dmg and nondescript sustain again. and grasp gives a permanent hp boost and some sustain scaling on max hp.

the keystones do more, they aren't just a flat effect. maybe rav is too strong but that's a different argument to it doing more than the others, especially when i can combine rav with the others and boost it's won numbers that way.

Vesarixx6/24/2019, 11:08:24 PM1 votes

Ravenous works on minions, keystones don't, so you're going to be getting healing from it more often, which is why the end game healing will usually be higher. Keystones are pretty much always going to be more helpful in a fight.

iiGazeii6/24/2019, 10:02:51 PM1 votes

If Doran's Blade tracked how much healing it provided, I'm sure the number would seem astronomically high for a starter item.

Ravenous Hunter is available from the beginning of a game and immediately starts giving you almost inconsequentially small healing. On high-damage champions that can get a lot of kills, it provides a fair bit of sustain, but the healing isn't so strong that it turns you into a drain tank.

Conqueror not only gives you healing, but also true damage and adaptive force.

Grasp not only give you healing, but deals bonus damage and a permanent health increase.

Once we get a keystone that does healing and nothing but healing, then we can make the comparison, but the value of those other keystones is far greater as a package than Ravenous Hunter.

Kazekiba6/24/2019, 9:58:55 PM1 votes

Because it has no windows of power and no extra effects. Ravenous' effect is multiplied by how effective you were at securing takedowns, while Fleet and Grasp activate after a delay and offer extra benefits.

Conqueror healing is an afterthought to compensate for when it was nerfed