The problem with Conqueror is it's unlimited duration

CM0NEY··4 votes·1,068 views

Conqueror has successfully given Fighter/Bruiser type champions a way to win lane in Tank match-ups. However, it has also given too much power to these champions in team fights. This has created a situation where both Tank and ADC players feel that they don't serve a very useful purpose in the current meta. The source of the problem is this: "Melee champions refresh the bonus damage duration by triggering combat effects against enemy champions."

The potentially unlimited duration of conqueror's true damage effect has two major consequences:

  1. It makes Tanks way too easy to kill in team fights.

  2. It makes the job of the ADC obsolete.

It has traditionally been the job of the ADC to shred the enemy front-line in team fights. The unlimited duration of the true damage effect of conqueror has created a situation where Bruiser type champions can do the ADC's job better than they can. Putting a set duration on the true damage effect of conqueror would maintain it's effectiveness as a trading tool during lane while taking away some of it's team-fighting power, thus breathing life back into the Tank class and giving ADC players a more useful purpose.

6 Comments

Hammermancer3 votes

I wrote a short response and deleted it because i felt this needed to be spoken of

{quoted}

Conqueror has successfully given Fighter/Bruiser type champions a way to win lane in Tank match-ups. However, it has also given too much power to these champions in team fights. This has created a situation where both Tank and ADC players feel that they don't serve a very useful purpose in the current meta. The source of the problem is this: "Melee champions refresh the bonus damage duration by triggering combat effects against enemy champions."

you litererally have twice as much AD and 60-100% crit on almost every adc, which means you literally have 12-20% true damage 100% of the time from the start of mid game

The potentially unlimited duration of conqueror's true damage effect has two major consequences:

Yes in the perfect situation this rune will keep staying up, all through the four seconds that most team fights last when either the damage creep 1shots team A or the mobility creep of team B creates a disengage scenario

  1. It makes Tanks way too easy to kill in team fights.

It makes tanks way too easy to kill in team fights by a class of champions that is meant to kill tanks

  1. It makes the job of the ADC obsolete.

The what?

It has traditionally been the job of the ADC to shred the enemy front-line in team fights. The unlimited duration of the true damage effect of conqueror has created a situation where Bruiser type champions can do the ADC's job better than they can. Putting a set duration on the true damage effect of conqueror would maintain it's effectiveness as a trading tool during lane while taking away some of it's team-fighting power, thus breathing life back into the Tank class and giving ADC players a more useful purpose.

So only adcs can do that too

We should just throw AD and Crit for ranged champions only on every item at this point, because adcs literally want the world

fuck it why have any other champs? just remove everything in favor of adcs right?

you get every meta, every fucking amtch I have to see two adcs, like NO OTHER CLASS

But now you're infesting my jungle too, so sometimes I see three or four of them

and clearly it's heimerdinger and irelia that are the issue

Dude if something with conqueror is killing you then you fucked up or your top laner fucked up and he fed a top laner, which means that, like with the old runes, that top laner will run the show until late game when you adcs just get handed the game regardless of how well you do with the only limitation on you being how well the enemy adc is doing

CM0NEY1 votes

I'm not saying I want things to go back to the way they were completely before the bruiser meta. One thing that is good about this meta is the potential for outplay in solo lanes, and I think that should stay. But if fighters want to be able to shred front-lines in a teamfight, they should have to itemize for it like an ADC has to, not get 20% true damage for an unlimited duration from a rune.

BTW for what it's worth, I'm not an ADC main but a Kayle OTP who mostly plays Top lane. But obviously I can sympathize with ADC players because Kayle feels pretty useless in this meta too.

Hammermancer1 votes

{quoted}

I'm not saying I want things to go back to the way they were completely before the bruiser meta. One thing that is good about this meta is the potential for outplay in solo lanes, and I think that should stay. But if fighters want to be able to shred front-lines in a teamfight, they should have to itemize for it like an ADC has to, not get 20% true damage for an unlimited duration from a rune.

before the bruiser+assassin+mage+adc+support meta that we're seeing today was a meta that was literally just teams of tanks, catchers, enchanters and adcs. I honestly never want to see that again. It put an ireeversably bad taste in my mouth for champions like malphite who.. when overtuned become unmanageable to many AD champions. The same goes for Maokai, the same goes for Mundo and virtually every champion in the tank category

BTW for what it's worth, I'm not an ADC main but a Kayle OTP who mostly plays Top lane. But obviously I can sympathize with ADC players because Kayle feels pretty useless in this meta too.

I'm going to guess that you're not building any initial burst reduction, CC like rylais or mallet (Mallet serving the burst reduction roll too), or hard sustain. Because in order for a champion to do well in this meta they have to have an item they can build that will allow them to survive bursts, and another item to sustain. I explicitly put blame on triumph as a rune for that specific part of this meta. And yet I still like it better than the adc+tank meta

Also you saying you're a kayle main to me is a copout, I play teemo exclusively in the on hit attack speed style as my secondary/backup champion.. and it works

Phiddy Cent1 votes

It is meant for extended fights and for a class that counters tanks. It does exactly what it was meant to do. Anyways whats stopping ADC's from taking it?

The 4 second delay is huge in team fights.

CM0NEY2 votes

"MELEE champions refresh the bonus damage duration by triggering combat effects against enemy champions."

This is what's stopping ADC's from taking it. And also the fact it would be garbage in lane for an ADC. But really I don't think anyone should have access to 20% true damage on an unlimited duration from a rune.

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