Rework - Rebalance Conqueror - Again

Cherysse·3/13/2019, 4:54:09 PM·1 votes·714 views

I think the new conqueror is, once again, a failure, you had to nerf it twice in a row just to keep it in check, and the stats it grants are really low, the only good thing about it is the healing. The problem with it is that some stack it quite quickly in a burst and get a shit ton of benefit from it, making them super bursty, anti tank, and gaining sustain.

#Rework: Conqueror does no longer grant bonus stats or convert damage into true damage. Instead each second your champion is _dealing damage _to enemy champions he can gain up to 3 stacks of conquest (1 stack per second for ability damage, 1 stack per second for attack damage, and 1 extra stack if you hit multiple champions, just in case you are being outnumbered). Each stack causes attacks and abilities to deal 3 - 10 bonus adaptable damage and to heal for that same amount.

#Details:

  • Overtime damage abilities apply the stack damage BUT only causes the user to gain 1 stack each 4 seconds, stacks will still decay even if the target has a DoT on it.

  • Stacks decay quickly (one by one each second you haven't gained a new stack, after 5 seconds out of battle they all fade out)._ This means that even if DoTs apply it once each 4 seconds, in that time you would have lost 3 stacks. And this means that even if there is someone hitting you you won't be gaining any stacks, actually, you will be losing them, since it requires you to generate them by dealing damage (instead of keeping conqueror up just by staying in battle).

  • You can gain a maximum of 3 stacks per second (just to make it clear).

  • Area of effect abilities can grant more than one stack when hitting multiple targets.

  • The maximum number of stacks? well, 666? for the glory of Satan of course.

#Gameplay: At early game you will notice that as long as you keep fighting your enemies your damage becomes a bit better hit by hit, early in the game if you are good at stacking this rune in 2 seconds you will have +6 damage on-hit and on-spell and healing, it can stack more and more each time, but the very moment you lose your target or it gets a bit away you start to get all this power stacked to fade away.

#The Good Change: This re balance has one point, making conqueror good for anyone who wishes to use it, not to give away free stats to exploit people in a burst of true damage and healing (since actually limiting the number of stacks gained per second prevents that), and specially, prevent broken stuff from going on, too many offenders get to fully stack this rune and be unstoppable, not even tanks can stand against them, even when you get away from them for a crucial amount of time the rune is still up, so when they come back at you they are healing themselves once again for the damage you managed to deal at them in a burst, in the other hand some champs with a burst pattern thend to exploit this with the % healing, limiting this to a flat amount would prevent that and reducing the number of stacks you can gain per second will prevent unintended bursty situations. Finally the change is meant to reward going all in and sticking to your targets and punishing the user when they are not capable to continue fighting.

2 Comments

heroikc3/13/2019, 5:00:25 PM2 votes

You do know that, like other precision runes, it is meant for prolonged combat, right?