Another problem with Electrocute is that it is basically "just more damage"

YumaS2Astral·7/29/2018, 10:04:28 PM·4 votes·1,012 views

Riot said they didn't created an equivalent to Deathfire Touch in the new runes because it was just more damage, or something like that. But isn't that exactly what Electrocute is?

https://i.imgur.com/3rMg6Ud.png

It just deals damage, and that is it. All you have to do is to hit someone 3 times with different spells and/or autos, this is the only special condition. This is something any champion can do and any champion can potentially take advantage of this. This is probably the most bland of all keystones, and just serves to add to the damage creep.

Look at other keystones that deal damage. They all have other effects besides dealing damage, and/or are more situtional:

https://i.imgur.com/WhXQhpg.png Press the Attack: It works only off basic attacks, and besides dealing damage, it also increases your damage to the target. Not the healthiest thing and adds to the damage creep, but at least it is less bland than Electrocute.

https://i.imgur.com/7x9eeXE.png Lethal Tempo: Doesn't directly deal damage. It increases your attack speed and can potentially make you break the cap. Not all champions can take advantage of this.

https://i.imgur.com/D7L9CV7.png Conqueror: Doesn't directly deal damage. It increases your AD and helps you dealing with resistances. Mostly useful if you are melee, since you can only extended the effect this way. It is not exactly healthy and is one of the reasons why tanks feel bad at the moment. But it is less bland and problematic than Electrocute, and I am pretty sure Conqueror can be tuned until it is healthy.

https://i.imgur.com/j6OK5lW.png Predator: It deals damage in an easy way to apply (arguably even easier than Electrocute). But the main thing about this rune is the movement speed boost. It also has a longer cooldown. It is healthy because it is mostly used by champions that have mobility issues, and the damage part is just a bonus.

https://i.imgur.com/CVHaD9x.png Dark Harvest: While it is technically "just more damage", and in an even easier way to apply than Predator; you have to stack it first. During the early game, it deals very little damage. You are also sacrificing a lot of your early game potential; you are essentially playing without a keystone during the early game. It is meant to be used as an option to help assassins with their late game issues, when they can't afford to spend a lot of time hitting a target because they are squishy. Because of this, it is technically healthier than Electrocute, since at late game, you are likely to be dying quickly anyway.

https://i.imgur.com/mvHFbos.png Hail of Blades: It does mostly the same thing as Lethal Tempo, but in a different way. Because of this and also because it is in a different path, it is used by different champions. With that said, it doesn't directly deal damage, and isn't bland in any way. Actually, it is gimmicky (so much that it is hard to find good users of this keystone, even more so than Lethal Tempo).

https://i.imgur.com/ktB52MF.png Summon Aery: It technically has the same problem as Electrocute. It just deals damage, and is even easier to apply than Electrocute. It even has a significantly lower cooldown; although it also deals significantly less damage. At least it has a non-damaging component, although only champions with shields and heals can take advantage of that non damaging component. On my opinion, this keystone should be balanced around this; probably remove, or at least significantly reduce, the damage, in favor of giving this keystone a better shield. Of course, Riot should be careful, as we currently have few counters to shields, and we don't want to return to the shielding meta, which is just as unhealthy as this "die to a fart" meta.

https://i.imgur.com/rd7nLl2.png Arcane Comet: It technically has the same problem as Electrocute. It just deals damage. It even has a lower cooldown (although it deals less damage). At very least, it is vulnerable to missing. Because of this, not every champion can take advantage of this (it is mostly those that have ways to immobilize an enemy). Other than that, it is about as bland as Electrocute and should probably be reworked, as it can't really be tuned to a point where it is worth picking without it outclassing other similar runes.

https://i.imgur.com/V5wxevZ.png Grasp of the Undying: It doesn't just deal damage. It also heals you, and permanently increases your health. On my opinion, this keystone should be balanced around this. Riot should remove the damage component and to compensate, buff the healing part. Then, tanks will have an option that allows them to survive in teamfights and extended trades, without increasing their damage.

https://i.imgur.com/PMgPpWh.png Aftershock: Besides dealing damage, it increases your resistances. I honestly don't understand why this keystone has to deal damage. Increasing your resistances for a short amount of time is already a good enough effect. Riot could remove the damage portion of this keystone and to compensate, increase the resistances. Or make it so that instead of dealing damage, the shockwave extend the duration of your resistances bonus if you manage to hit an enemy champion.

https://i.imgur.com/CefufHe.png Scorch: Not a keystone, but it deserves a special mention, because it has the "it just deals damage" problem. All you have to do is to use an ability and it already does damage. It falls off really hard, but most games have already been decided during the early game anyway. This rune can't really be tuned to be a healthy option without either making it lose its identity or become a mandatory option once again. It should be replaced by something else.

7 Comments

SugeMinPikk7/29/2018, 10:30:31 PM2 votes

Everyone knows the entire S8 mastery system is "just more damage" lol no need to write an essay about it

Beatrice falls7/29/2018, 10:28:11 PM1 votes

Most keystones are just "more damage" with another skin lol