New Mastery Path: Tyrany

Naqel·11/20/2017, 10:12:20 PM·7 votes·637 views

Most of the time I see people suggest additional runes when speaking of champions who lost their signature masteries, I feel like this problem requires a greater solution:

Tyrany - enforce your rule over your enemies. Stat bonus: Health and Mana regeneration (increased Health regeneration for manaless champions).

Keystones: Spatial Subjugation - Damaging an enemy Champion prevents them from using Recall for X seconds, doubled when interrupting a Recall. Looming Terror - Nearby enemy Champions below X% health accumulate Terror stacks every Y seconds, up to N stacks, damaging an enemy consumes Terror to deal Z bonus damage per stack. Oppressive Assault - Damaging an enemy Champion with an ability amplifies further damage from that ability by X% for Y seconds.

[Slot 1] Injustice: - benefit from the struggle of others. Brutality: Killing an enemy unit causes X damage to another nearby enemy unit, Y second cooldown. Contempt: Take X reduced damage from minions and monsters. Slavery: Your basic attacks deal X additional damage to enemy Champions and structures for each allied unit nearby.

[Slot 2] Whip - crack down on your enemies. Crippling Whip - Damaging an enemy Champion reduces their movement speed when they move away from you for X seconds, Y seconds cooldown. Extorting Whip - Damaging an enemy Champion with a higher health % than you have steals X health based on level, Y seconds cooldown. Punishing Whip - Damaging an enemy Champion inflicts additional damage equal to X% of their current health, Y seconds cooldown.

[Slot 3] Indulgence - enjoy the finer things in life. Sloth - Gain X gold whenever an enemy Champion kills a minion or monster nearby. Gluttony - Allows you to buy and activate 2 types or Potions or Elixirs, instead of 1. Reduces the duration of Potions and Elixirs by X%. Avarice - Champion Takedowns grant bonus gold based on the total value of items in their inventory.

9 Comments

Bârd11/21/2017, 1:48:59 PM2 votes

The stat boost is fine.

Subjugation is a weak regular rune, to say nothing of a keystone. It is only useful in very specific scenarios unless that X is an absurdly high value.

Looming Terror would be mediocre. It relies on enemies standing around at low HP to be effective. If it worked on half health champions, it would be a decent laning tool in top, but it would fall off hard the moment lane phase ends, and is useless if you can't cheese them.

If oppressive assault stacks, it is absurdly OP on any champion that can abuse it; Draven, Cass, and Azir become pick or ban in solo queue. Otherwise, it's just mediocre.

Brutality is strong, but encourages a boring playstyle of "Nuke down the wave".

Contempt is half of Fizz passive, which is pretty bad.

Slavery is far too strong. Since X is a flat number and not a percent, anyone who deals their damage in many small instances can destroy a tower at Nasus speeds or melt someone instantly if they have even a decent minion wave behind them. Jax, Heimerdinger, Yorick, Kayle, Lulu, etc.

Crippling Whip is too strong; it's only slightly weaker than Glacial, a keystone.

Exorting Whip is potentially strong, but underwhelming and outperformed by both its other options.

Punishing Whip is too strong, it's Scorch as a % HP nuke.

Sloth is both too strong and too boring.

Gluttony is horrible. What's point of paying for extra potions if you aren't getting your money's worth?

Avarice gives next to nothing in the early game, when it should be the most impactful. It only gives lots of gold late game, at which point

AlexJFrost66611/20/2017, 10:45:20 PM1 votes

this is really well thought out and its pretty amazing! nice job coming up with this. i wish @riot would actually try to incorporate some player ideas into the game. like skins and stuff. this was a good post![slayer-jinx-catface]

Bonipherus11/21/2017, 12:56:22 AM1 votes

Oppressive assault Singed Anything to have adc's stop standing in my poison for 6 or more seconds and shrug it off like it's nothing

Rathar Dashing11/21/2017, 1:36:56 AM1 votes

Some of my opinions:

  1. Spatial Subjugation is worthless. No one recalls when there are enemies nearby, and if you interrupt someone's recall, they're certainly not gonna try for that 8 second channel when you're still there to kill them. Even if they kill you right before they would have recalled, then great, you slowed their recall by a few seconds, which they'll just use to get somewhere safer to recall. Unless the interruption is closer to 15-20 seconds, at which point it would just make laning infuriating to play against because if they lower you to 10% health or you go down to 5% mana, you just have to sit under your turret twiddling your thumbs while your recall comes off cooldown. Either way, this doesn't sound appropriate for the power level of a keystone. I came up with my own idea for a keystone here, let me know what you think: Necrominions - Every once in a while, a minion you kill is raised again to fight for you. I think it fits the "Tyranny" theme, and offers a lot of power through non-direct damage means. It'll passively help you push, but in a noticeable way, as per the new runes. Plus having an extra minion by your side improves your numbers, and makes you feel more like a tyrant.

  2. Contempt does't fit in the injustice slot. Well, at least with the tagline "benefit from the suffering of others" Perhaps you could go for something similar to Hecarim's W, where you instead heal for a small percentage of damage suffered by minions and monsters nearby, or perhaps all enemies if you wished to make it better in champion combat.

  3. Brutality should affect all nearby enemies. Just a minor point, but adding this would reduce rng reliance and bring it up to scale with the other two options for this slot.

  4. Whip affects should have extra benefit when used by melee characters. Since melee's would likely have a rough time getting these effects to go off, they should have some compensation so that this slot isn't mostly dead space compared to their ranged equivalents. What I was thinking was either empowered effects, IE longer/stronger slow, stronger health steal and higher %hp damage, or, you could (thematically) every Y seconds summon a whip, granting your next auto attack an extra 50 or so range to deliver the attack.

  5. The Indulgence slot needs to be rethought. All three of these runes just seem poorly designed. Sloth rewards you with passive gold generation, not for you doing anything but for your opponent doing well. Instead it could be changed to something like: Greed - gain an additional 2 gold for killing a lane minion or a monster. This would reward the player for CSing properly, or in other words, tyrannizing the enemy minions/the jungle. Over the course of a game this would net you roughly 250-500 gold, depending on CS skills and length of game, which isn't that much and could be upped, especially compared to the 350 gold saved from magical footwear and 600 gold saved from perfect timing. Of course, this rune would be worthless on a support, but supports shouldn't be the ones taking this path, anyway. For gluttony, this rune doesn't fit in this path. Kiss/curse effects were stated to be mostly included in the Inspiration path, and buying elixirs is something that you don't do until waaaay late (or you get one off Klepto, in which case the duration reduction screws you over). Instead, you could have an effect similar to this: Gluttony - killing an enemy restores X-Y% of your max health, increased to Z-W% for large monsters, minions, and champions. This version gives you much more of a presence in lane, and gives you more incentive to stay there, thus tyrannizing your foes. Also rewards you for your kills by letting you stay in lane longer, thus improving your pushing presence. The scaling the rune has also allows this health restoration to be an impact on late game as well, improving your sustainability in teamfights and allowing you to top yourself off with just a raptor camp/minon wave or two. And last but not least, Avarice. Not that bad, actually, but the idea of its power scaling off of how much better someone is doing is kinda off. I like that it rewards you for taking down a high-priority target, but instead of their bounty being based on their items, it should be based on their kills or even assists. This would make it so that a Tyranny taker would always have to be taken seriously, because if he does manage to kill your fed ADC/Assassin, then now he's fed as well. In addition to making you feel more tyrannical, it would also help with the snowballing problem league has right now. (oh, and since "greed" and "avarice" are the same thing, you could change the name of this one to "Envy" since that fits the theme and is still a deadly sin).

There's a lot to love about your ideas here, but these are just a few suggestions I had. Hope you think about them! [sg-ahri-2]