Triumph is still too much stronger than Dangerous Game ever was

The Ecdysiast··2 votes·1,269 views

When the rune changes hit, there was no explanation given as to why Dangerous Game was tripled in strength. The obvious excuse would be that the mana refund was removed, but that doesn't hold up since mana is such a non-problem with the current state of mana items that even two of the most classic examples of mana-based passives had to be changed because they essentially had no passive. (Nunu and Lissandra)

As it is, it's far too powerful. Many of us for years were used to expecting an even trade with ignite because Dangerous Game didn't grant the safety Triumph does. But now even with Grievous Wounds applied, Triumph's still stronger than Dangerous Game. With that in mind, it's easy to see how taking it can turn what should've been an even lane into a snowball.

My suggestion would be to cut it back down to 5% as it always was, and increase the gold bonus to 45-- but only grant it if you're alive to receive the heal. That way getting the kill and dying to ignite still gives you a gold advantage, but you can't just rely on Triumph to undo your mistake.


One argument in the comments is that it's more powerful because all runes are more powerful, but that ignores the fact current runes have the strength of old masteries and runes together-- and it was extremely niche to take 7% max HP runes, nevermind the fact there was no such thing as a rune that buffed up the Dangerous Game mastery.

10 Comments

Juice3 votes

Simple solution to make triumph less powerful : stop dying

The Ecdysiast1 votes

{quoted}

Simple solution to make triumph less powerful : stop dying

Why spam?

DuskDaUmbreon3 votes

When the rune changes hit, there was no explanation given as to why Dangerous Game was tripled in strength.

Gee, I wonder if it has anything to do with runes across the board becoming stronger, and non-keystone runes actually fucking mattering for once, rather than being trivial as fuck (such as the classic "+2% ability damage").

Reaper Soraka2 votes

If I recall, the %damage people were adding up was around 13%. That is not trivial by any means.

DuskDaUmbreon2 votes

I meant the old mastery that was literally just +2% ability damage.

That, in almost every way, is trivial.

The Ecdysiast1 votes

{quoted}

Gee, I wonder if it has anything to do with runes across the board becoming stronger, and non-keystone runes actually fucking mattering for once, rather than being trivial as fuck (such as the classic "+2% ability damage").

Well the problem with that is that runes didn't themselves become stronger. It only seems that way because they have the strength of runes and masteries rolled into one.

If you're trying to assert that anyone ever brought HP runes to give them 7% more HP in a fight the way Triumph does, then you're not correct.

DuskDaUmbreon1 votes

Even combining runes and masteries, there's a lot more power than before, especially in minor runes.

The Ecdysiast1 votes

{quoted}

Even combining runes and masteries, there's a lot more power than before, especially in minor runes.

That still doesn't justify tripling the strength of Triumph. Granted they did drop it to 12%, but that's still more than twice as strong.

Metal Janna2 votes

Triumph is a scourge of botlane. Oh your teammate got caught and died before you could eliminate the threat? Well now he gets to kill you too because Triumph saved his ass from your punishment. Win-more mechanics are lame.

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