39 Comments

KZ Engel10 votes

they... stun... minons. what? why? that's actually worthless lmao

Bobloser35551 votes

was thinking what this is for and i think its purpose is if you engage in a 1v1 and want to take less minion damage, so you basically take one enemy minion damage out of the equation which can sometimes win you the trade or the fight to death even, but the effect is not that great, perhaps 10-40 damage depending on how long the fight goes.

Slythrin Umbreon5 votes

Get revenge for all the times you've been Minion Blocked.

flibitydoo8 votes

What an exciting rune for the inspiration tree

those tiny base stat increases really scream to me "creative tools and rule bending"

Risen291 votes

{quoted}

What an exciting rune for the inspiration tree

those tiny base stat increases really scream to me "creative tools and rule bending"

The whole reason they removed flat armor and mr from resolve was because it was nothing but simple stats. Even though it was a useful option for many.

So now they give us another rune with at early stats, but they think they are being clever about letting us choose what stats we want once we are in the game as opposed to before the game. Practically there is no difference because most players will go into the game with an idea of what stats they want and have no reason to deviate from that once they are in game.

Z3Sleeper3 votes

If anyone was curious, max stats possible for each type are:

4 Armor + 8 Movement Speed 4 MR + 4.8 AD/8 AP 40 Health + 8% Attack Speed

Essentially, fairly booty rune now.

PopcornBunni2 votes

{quoted}

If anyone was curious, max stats possible for each type are:

4 Armor + 8 Movement Speed 4 MR + 4.8 AD/8 AP 40 Health + 8% Attack Speed

Essentially, fairly booty rune now.

I mean, at least get the first of each minion type to maximize the value it gives,

3 AR + 6 MS + 1 MR + 2 AF + 10 HP + 2% AS or 1 AR + 2 MS + 3 MR + 8 AF + 10 HP + 2% AS or 1 AR + 2 MS + 1 MR + 2 AF + 30 HP + 6% AS

Looking at it that way....

yeah it still sucks dick

DW Diana3 votes

[{quoted}](name=Slythrin Umbreon,realm=NA,application-id=3ErqAdtq,discussion-id=xnKEAE3u,comment-id=,timestamp=2018-06-05T17:00:58.218+0000)

https://2.bp.blogspot.com/-AxXV5Gf0d4o/WxCDKiWBvPI/AAAAAAABAtU/zEJyr8_F86Ax46ne_-5sc8ELQ8KY08pGgCLcBGAs/s320/dream.jpg

If we're going through with this shit, can we just revert the toxic minion changes that _made _ Minion Dematerilaizer feel mandatory in the first place? Also, wasn't the whole point of reforge to move away from stat runes? Zzz

I saw this rune and laughed. It's by far the worst rune I've seen in the game. It's doesn't kill the minion so can't be used for easier cs, it gives CRAP stats, AND even those are reduced by 50% on each additional use. I'd be surprised if anyone bothered with it lol.

Malix Farwin2 votes

It's bad no doubt about it. Its bad because it is requiring you to work for something that you could either get from another rune or get a better rune altogether. Reverting the original minion changes though is a bad idea. Champions that are paying for their power with weak wave clear are strong right now because of that item.

Slythrin Umbreon1 votes

For the last part, are you talking about Dematerializer, or something else? Because I'm only saying this because they're getting rid of it.

Malix Farwin1 votes

[{quoted}](name=Slythrin Umbreon,realm=NA,application-id=3ErqAdtq,discussion-id=xnKEAE3u,comment-id=00000000,timestamp=2018-06-05T17:58:27.503+0000)

For the last part, are you talking about Dematerializer, or something else? Because I'm only saying this because they're getting rid of it.

I mean both. I feel really powerful on my 1 trick because this item allows me to shove the lane early game and snowball an early lead against nearly any matchup that isn't AD.

The new one stats are eh for AP, may see use for AD but the main reason take the rune is to shove the wave.

With all that being said though, if Riot and the community believe that wave clear is not a problem then you would be absolutely right in saying it should stay the way it is however, if they think it is, this rune needs to go but it should be replaced with something useful for more then just people who want more attack speed.

ModPeriscope2 votes

Is this on the PBE?

On the contrary, that looks incredibly powerful if you have early level skirmishes and defending sieges. I do agree the base stats are cool, but appear to be added bonuses to what this rune can really be used for.

Oleandervine13 votes

I don't know if I'd call it "incredibly powerful." It stuns the minions first of all, which means you are only delaying them, not killing them. I've never thought of any situation where I could say "Hey, I really wish I could stun that ONE minion, it'd make all the difference." It's pretty bad. They're trying to paint a turd in gold and call it fancy.

In theory, if you used all 7 "Dream Catchers" on one type of minion, your final stats would look like this, based on the minion: Melee - 4 Armor, 8 Movespeed Caster - 4 Mag Resist, 4.8 AD or 8 AP Siege - 40 HP, 8% Attack Speed

Those are god awful shit stats that you could get from other runes trees at a much higher payout - or hell, even by buying items earlier with Future's Market. Splitting your "dream catchers" between minion types just overall worsens everything, because the sheer low volume of stats you'll be getting from these items is just not enough to make any kind of difference whatsoever. And considering that the item will probably have a lockout like Dematerializers do, this is just a bad rune. They need to stop trying to make fetch happen. This is so bad, and no one is going to be willing to take this rune over the biscuits or Future Market.

ModPeriscope1 votes

I thought it'd be pretty important to have during your early level match-ups, particularly going in when you're up a level. I think there's early-game value that's present before you go on your first back. After the second back, I think it's significantly less useful than the other runes you mentioned.

They need to stop trying to make fetch happen.

Hahahaha

3TWarrior1 votes

actually, depending upon the coodown of the item, it would give up to 8.4 AD (around 300 gold) , 14 ap, or if really necessary or simply for marksmen: 70 hp and 14% attack speed

the armor and movement speed could be useful as well. but the rune does seem a bit lackluster(which is a good thing with how crazy damage gets )

Oleandervine1 votes

You are missing the caveat at the bottom where it states that subsequent uses of the item on the same kind of minions reduces the stat gains by 50%. This means the first shot will get you 1.2 AD. Every one of the 6 shots after that will only give you 0.6AD, for a total 3.6 AD. Same goes for the HP. First shot gives you 10. The remaining 6 only net you 5, for a total of 30.

3TWarrior1 votes

well that...makes it seem almost worthless

TheWizardM2 votes

awful as in bad design or bad in stats? Its pretty alright in stas so I assume you meant in design, in which case I agree 100%

remakoro2 votes

Minion Dematerilaizer feel mandatory in the first place?

What? Am i missing something? This trash was mandatory? On whom?

KZ Engel3 votes

dematerializer establishes priority, gives ryze free bounces, counters shoves, breaks freezes, counters banner sieges

etc.

the only lane that doesn't frequently take it is top

MohawkBird1 votes

[deleted]

TempName548463 votes

because plat+ is fucking horrible fam

Madsin252 votes

It would be a decent option, the 50% diminishing returns is what makes it useless.

meowwow71 votes

i don't see a cool down on it which makes it look comical the free stats are nice but the minion stun instead of execute and diminishing returns on bonuses killed it for me

LegitBusinessman1 votes

Jfc this is just defensive seals and glyphs, the thing that was not broken and no one ever asked to be changed. smh.

MohawkBird1 votes

[deleted]

Malix Farwin1 votes

{quoted}

So with these new changes you can get a max of (assuming putting all snatchers into one minion type) 4 armor and 8 movespeed, 4 MR and 4.8 AD/8 AP, or 40 HP and 8% AS. With two snatchers in each type of minion you get a grand total of:

  • 1.5 Armor and 3 movespeed (2 Armor and 4 movespeed)
  • 1.5 MR and 1.8 AD or 3 AP (2 MR and 2.4AD or 4 AP)
  • 15 HP and 3% AS (20 HP and 4% AS)

The stats in parenthesis are if you choose to put your seventh snatcharoo in that particular minion type.

Looking at the stats it gives, it seems completely useless. You can get better stats or better forms of utility by picking anything but this. But hey, at least it stuns minions.

If they are going to change it they may as well just change it completely. As it is right now, its competing with too many other things to be worthwhile.

CrazFight 1 votes

I actually think it looks nice for early game skirmishes, is it the most powerful rune? Hell no, but I think it does allow for some niche situations.

k wìx1 votes

**It'd be really interesting if (in addition to the stats) it CONVERTED an enemy minion to your side, and made it so it gives no gold/xp upon being killed. **

Kairoptra1 votes

They already explained why they wouldn’t go for that: you’d just use it on the cannon. There’d be zero player interactivity. Plus, what’s the long term benefit? It’s just one minion every so often.

Oleandervine1 votes

If you're converting a minion (and not killing it) you would be screwing yourself in the ass if you used it on a cannon minion, as they give you the most gold.

Kairoptra1 votes

Well, the first commenter already explained that it wouldn't give the enemy any gold/xp upon being killed.

Oleandervine1 votes

But YOU are not killing it. Which means YOU lose gold.

Kairoptra1 votes

Well, it would be even more useless if you used it on a regular minion. It's barely a trade-off: Take the cannon for more damage and durability, but loose the gold and xp, or take a regular minion and loose less gold and xp, but have a more fragile minion. But even that doesn't matter since it's only one minion. It has no long-term benefit, or really much of a short-term benefit.

Jeanne fan club1 votes

idk, I don't know how to do the calculations right now but running absolute focus, gathering storm, and 7 caster dream snatchers sounds like some decent free stats that might be useful to a decent amount of laners. This also looks like a way to freeze a minion wave, considering you can stop a minion anywhere in lane. Like, if your minion wave was killed, you could just save a full health melee minion or something and freeze it a little ways from your turret, that forces your minion wave to stop and attack that one, causing the enemy minion wave to come to you, making the enemy laner available for a gank. Honestly, this doesn't look horrible.

Teridax681 votes

I don't really understand the point of the rune: why would anyone budget power just to stun lane minions? How are these infinitesimal bonuses fun or appreciable? What exactly is the choice being created here? Personally, I think having a rechargeable item that would let the wielder insta-kill a single lane minion instead on a cooldown could be a lot better, as it could help facilitate last-hitting in the early game and therefore work better as both a fallback option and a backup tool for newer players.

Sukishoo1 votes

that made Minion Dematerilaizer feel mandatory in the first place?

Since when was it EVER? It was only taken was when Banner was op. After that it became nothing.

I find the changes more interesting.

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