Anyone think conquer is too strong?

Dewott610·6/6/2018, 7:57:14 AM·8 votes·3,633 views

I think it might be a bit too strong on some champs, meele mostly and especially Kled . With kled it just gives him alot of damage in lane and he can just keep building titanic hydra without a worry since the rune gives him free true damage and AD. Though I could be wrong, just tell me what's balanced about the rune,

15 Comments

FlyingRoboticCow6/6/2018, 8:53:09 AM1 votes

The rune itself is overturned but I think its fair on most champions whose name aren't kled or jax

Hencho1016/6/2018, 9:42:07 AM1 votes

It's balanced because Draven can't go to town with that buff reset!

Jaspers6/6/2018, 9:58:06 AM1 votes

Still has no AP option. Lower it to 10% true damage and add an AP option. This way it's not a rune only designed for AD/auto attacking top laners.

VICHEL CHAOS6/6/2018, 2:06:33 PM1 votes

Someone just got his ass handed to him, got salty and came to vent in the forums with a vague and useless thread? Check.

Galiö6/6/2018, 2:20:51 PM1 votes

Nah. It's very mediocre in most situations unless u face off against a tank. And people dont play tanks cause they are unpopular when they are strong and now they are even more unpopular cause they can be counter picked by conqueror.

Reaper55996/6/2018, 2:28:42 PM1 votes

I'll always prefer PTA on Kled, I prefer the extra burst damage it gives at level 2 and it can be completely unexpected in many cases.

In terms of conquerer, I would say its too strong on certain Champions, Namely Jax and Darius, But before that they didn't have a super keystone, Like Jax could use PTA or Fleet, but It still felt lacklustre, Darius could take Phase rush or Grasp, but they felt way stronger on others.

I do think its the best out of the precision keystones and perhaps the best keystone overall on its best users,but I don't know what they could nerf about it to not make it feel awful.

BobaFlautist6/7/2018, 10:47:35 PM1 votes

No, but I think it's too targeted.

"Fighters are struggling to see effective play. One thing severely limiting their impact is that top-lane tanks can often stalemate the lane by buying heavy defenses, and will usually be more effective in the teamfight phase largely because fighters suck at teamfights. The obvious solution to this is to give fighters a rune that does nothing but allow them to ignore large portions of tanks defenses. This will allow them to consistently secure kills on tanks, even when the tanks build pure defences and play defensively, allowing fighters to consistently snowball and contribute to teamfights largely because they have more gold than everyone else."

"But sir... won't be that make it impossible for all but the most overtuned tanks to succeed toplane?"

"I don't see how that's relevant. Tanks are boring, and nobody wants to play as or against them anyway, so it's all upside".