Runes vs Runes Reforged: Improving gathering storm
Currently, gathering storm fills the late-game rune slot for AP champions mainly, with a few AD champs picking it up, however with games being decided or ending by around the 30 minute mark, it rarely gets to ramp up to it's full potential. While the old scaling runes of ability power/attack damage filled the same role, those runes and gathering storm go at it in a slightly different way.
- Gathering storm grants you a stack every 10 minutes, which in turn grants you 4.8 bonus Attack Damage or 8 Ability Power (adaptive)
- The old runes would grant you X AP/AD per level, depending on what you chose.
Now to compare the reward of each: Runes of scaling attack damage: 2.82 AD per lvl, 50.76 AD at level 18 Runes of scaling ability power: 4.62 AP per lvl, 83.16 at level 18
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Gathering storm: 0/0 before 10 minutes, 4.8/8 @10 minutes, 14.4/24.0 @20 minutes, 28.8/48.0 @30 minutes and for the longest most games will go for, 100.8/168.0 @60 minutes
In my opinion, Gathering storm offers very sudden, but also very underwhelming rewards every 10 minutes until you start hitting the ultra late game stat rewards (40 minutes and over), instead of a gradual increase in power. And it just isn't worth taking in this meta compared to what we'd gain from old runes. At 30 minutes, about the average time to hit level 18 if things are going decently, with gathering storm you gain 28.8/48.0 AD/AP (adaptive). But with the old system we would have 50.76/83.16 ad/ap at that time. (remember we're in a high dmg meta now, but we gained more from these runes back then) That's almost double the value and we don't come close to evening out these values until 40 minutes where we gain 48/80 ad/ap.
As we can see, not only do the old runes grant superior stats for your everyday champion. But you also get a little bit of those stats every level instead of waiting for 10 minutes to get your first stat increase. This isn't without cost however. As if you fall behind, you'll be behind in levels and in turn stats. That's where gathering storm has the advantage. No matter what, every 10 minutes you get stats assuming you can stall.
So my proposal. Why not combine the 2? Have the perks of both systems all in one neat little rune Albeit with lesser early game stats to prevent it from being dominant, and granting compensation buffs to scorch/waterwalking to stop it from taking the top spot.
So:
Gathering storm: Reworked. Grants 1.82 AD/lvl or 3.62 AP/lvl (1 less than old system) adaptive. At level 18, grants 32.76 AD or 65.16 AP. At 5/10/15/20/25/30 minutes grants remaining stats equivalent to level 3/6/9/12/15/18 (so if you're behind you get an upgrade, if you're ahead you gain nothing). After 30 minutes, stat gains unchanged, so gain AD/AP every 10 minutes (could cut it down to 5 and half the bonus to make it smoother) **(see link for details) ** This is purely a rough estimation, can be adjusted if my estimates are way off.
They are straight buffs, however I'd me more than happy to have the numbers adjusted to match current gathering storm, just per lvl instead of per 10 minutes. However I used these values to display gathering storm's weakness and flaw. And it made the math easier (as the numbers were on a wiki rather than having to be worked out)
In order to compensate other runes in this line (so scorch and waterwalking). Add an ad/ap ratio to scorch and waterwalking (tbh they should have ratio's given their position on the tree).
So what're your thoughts? Would this make Gathering storm a more appetizing or viable rune? Or am I taking things a wee bit too far?