Thoughts on Rune Changes so Far?
So it's getting to that time for preseason and that means massive changes to the game. Right now the changes are being put up on PBE and will continue to do so, and while the psot for Surr@20 isn't done completely yet, I feel like I should give some quick thoughts on some of the changes, mainly the runes so far:
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Future Market: Get it one minute earlier. OK i guess, but I don't really see the use in it, unless this is somehow for pro play or some shit like that. Outside of that suspicion, I really don't use the rune that much so I guess it's better?
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Time Warp Tonic: Now get 50% of the effects immediately but put consumable on CD equal to it's duration. Still get MS buff. Not quite sure how this one works? If you get 50% immediately, does that mean the duration is lowered or do you get a 150% total of the potion? Never really taken this one so I can't really voice my opinion on it.
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Demolish: charge time from 4 to 3 seconds. OK... I mean... it charges faster but doesn't that play into the Sion-int strategy that's been buzzing lately? Well, let's continue to look at the changes.
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Shield Bashing (Replacing Bone Plating): When you have a shield up, your next attack in a window of time deals bonus damage equal to a flat amount + your bonus health + the shield amount. Clearly meant for champs that have reliable self-shields, like Sion, Ornn, Nautilus, and maybe Malphite (?). Could also work with champs that build shield items like Sterak's, such as Darius, Illaoi, & Irelia when it pops, or even shield heavy team comps, like Lulu, Janna or any support who has Summon Aery. MM also mentioned about Mord so that would be interesting. One thing I have to note though is that I'm not quite sure if when you are continually shielded you do the damage every 4 seconds, if you have a shield continually up.
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Chrysalis: Overall nerf to health and damage. YAY, LOWERING DAMAGE IN THE GAME!
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Overgrowth: Changed to now every 8 minions or monsters grants a flat amount of health and after 120 gain 2.5% additional max health. So this does kind of help stop the Sion-int a bit since it's no longer increasing health by a % off the bat and ramps up over the game. Doing some rough math, with 6 minions in the first and second waves, and 7 in every third, the average comes to 6.3 minions. 120/6.3 is roughly 19. So you have to be around 19 minion waves to gain this bonus as apposed to the current version where getting 2.4% of your max & bonus health would be roughly around 96 minions or roughly 15 waves. Overall a nerf to one of my favorite runes. Not quite sure if every 120 minions you are near die increase your health again. May be a one time thing.
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Teleport: Channel time lowered by .5 seconds. I mean... it's a buff I guess.
And that's all for right now. Not going over the shards bonus stats as I feel that's a different discussion. What do you guys think so far of the current rune changes for preseason? Looking like the right direction or is Riot just continuing to fuck things up?