Thoughts on Rune Changes so Far?

Forhonor321·10/23/2018, 11:16:17 PM·2 votes·2,238 views
10/23 PBE Update

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:

  • 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?

  • 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.

  • 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.

  • 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.

  • Chrysalis: Overall nerf to health and damage. YAY, LOWERING DAMAGE IN THE GAME!

  • 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.

  • 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?

19 Comments

mrmeddyman10/23/2018, 11:20:01 PM3 votes

I'm just glad that Bone Plating is gone so that Demolish and Font of Life actually can get considered more than 0.5 percent of the time

Tormentula10/23/2018, 11:50:09 PM3 votes

{quoted}

  • 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?

That's fine, future's is kinda pointless given how much better the other runes are, you get more power from shoving wave and you get more sustain from biscuits to farm longer in lane. Future's market kinda falls off too. Won't be a noticable change but its a start.

  • 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.

So if for example a pot heals for 150, you heal for 75 instantly and the rest of it heals you over the duration (if a pot is 15 seconds then you get 75 health over 15 seconds), this also means the CD between using the rune is 15 seconds too. Idk if the CD starts when it procs or after the effect is over.

  • 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.

This change is fucking stupid. You don't make demolish better when you fucking freed up the rune options for junglers.. junglers didn't take resolve secondary because it gimped their clears based on the stats, now you don't lose stats so if I wanted to run demolish on Elise or cinderhulk users like warwick, that's completely possible now. Add in 0 competition for it now that boneplate is gone and congratz, laning phase lasting just took a hard face dive.

  • 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.

Camille buff

Forces a enchanter/that one resolve keystone + marksmen bot lane meta.

I hope this doesn't count towards bloodthirster and that overheal rune.

Mistakes were made.

  • Chrysalis: Overall nerf to health and damage. YAY, LOWERING DAMAGE IN THE GAME!

What they should've done was increase the health but convert it to MS or something (thinking of the "chrysalis" thematic) after a time threshold. The main reason it gave damage in the first place was so that it compensated for taking resolve secondary runes. It was basically your bonus stats that you missed not taking sorcery or domination so you can survive laning phase better (since otherwise your only other option would be to thirst for blood with eyeball collection and sudden impact or cheap shot, and that's not fun if they can actually be buffed enough to make ranges champs irrelevant.)

Makes sense they would nerf it since its bonus stats don't mean much anymore, but I think it still shouldn't give damage anymore period and instead should be something built for laning phase and estimated around the time it ends "hatches the cocoon" for MS or CDR. Giving it damage just basically makes giving up damage secondaries to take that demolish a lot more appealing.

  • 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.

Its nice in some instances, I can see cinderhulk users liking this rune, but does it perma scale still?

  • Teleport: Channel time lowered by .5 seconds. I mean... it's a buff I guess.

Give it 2 months, it'll be nerfed again lol

Moody P10/24/2018, 12:03:05 AM3 votes

terrible

and I thought runes reforged couldn't have gotten worse

BadPiriPiri10/24/2018, 2:26:55 AM1 votes

About the future market change, you could wait until min 1 and get a refiable potion or more potions. It's kinda a niche buff, but it adds some depth to the rune (For example supports getting a control ward at lvl 1)

Iota Theta10/24/2018, 3:02:37 AM1 votes

I want to add, apparently, to go along with the runes, the stats are being pulled away from the trees and are now their own choices, just at least one has to be defensive.