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Runes Balance changes

Creator: utopus March 21, 2014 3:31pm
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utopus
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For those who don't know what i'm talking about

This thread is dedicated to discussing the changes coming to the nerfs & buffs that riot is giving to tier 3 runes. Below, i'll post some of the prominent changes
Armor yellows now give: +1 Armor, down from +1.27 Armor. This seems like a pretty nasty nerf. To be fair though, these armor yellows were probably the best runes in the entire game. Additionally, as compensation, champions will get 4 armor added to their armor base. For champs that need to run armor yellows, like ADCs, supports, and junglers and some tops. However, this is greatly affect the strength of AP mid laners. It will make it more appealing for AP mids to run HP/level or flat HP yellows now that they have that extra little bit of free armor from this change

CDR blues now give: -1.67% CDR @ 18. This is a very interesting buff to these blues. 9 of these babies will get you 15% CDR by the time you hit level 18. I think they are a very interesting choice for the blues, and these will scale greatly into late game. Much moreso than MR blues, which seems to be a quite popular pick nowadays. I can definitely see some casters that rely heavily on cooldowns, like Riven make great use of this. It's hard to say whether it's undoubtedly the best pick, but a case could be made that these blues are probably amongst the top 2 glyphs you can get now.

Flat CDR quints now give: 2.5% CDR, up from 1.67%. Not sure about these quints. While i would like the extra 7.5% CDR, i think that these CDR quints won't really helpmuch in lane, when champions have relatively few spells, and long cooldowns of their spells. I don't think these will see play, even in their current state. Champs would just be sacrificing too much of an early game edge, to benefit from the CDR. Scaling CDR falls into the same boat, with each scaling quint giving 5% CDR @ 18, up from 2.5%

Lifesteal quints now give: 1.5% lifesteal, down from 2%. This is pretty bad for ADCs. This really hurts their sustain in the early game. To be fair, the sustain they could get with only a doran's blade was a little high as is. These quints also scaled very well into the late game - although people don't really notice it, they make a very big difference in team fights. This will give these lifesteal quints a less prominent scaling into late game. It also probably means that ADCs will have to run 3 of these babies in order to sustain well in lane. It's really stupid though. Can you guess why? Here's a hint: Quintessence of Life Steal. Yep, tier TWO runes will give more lifesteal than tier 3. That's pretty ****ed up.



Did you guys think i missed anything important? Comments? Questions?
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DillButt64
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CDR q runes arnt random numbers anymore i guess

by the way the last thing you said in the lifesteal quint spot is 100% wrong

"As for the balance, we'll be making the following basic changes to runes (we're only showing the Tier 3 changes, but you can assume roughly equivalent changes for the lower tiers)."

theyre only showing tier 3 because no one uses tier 2 and below

also the compensation for the lifesteal rune change is that feast gives one more hp but its whatever i used 3 lifesteal quints anyways and might still do that for the sustain

also idk why they buffed everyones armor by 4 but took roughly 4 armor from the seals, it doesnt seem like it did anything since if you get the marks itll end up being the same armor anyways(might only effect champions that have bonus armor scaling on abilities like rammus/malph/garen/randuins active)

Source of above quote: the same exact link you posted in the OP http://na.leagueoflegends.com/en/news/game-updates/features/upcoming-rune-balance-changes
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Lugignaf
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DillButt64 wrote:

also idk why they buffed everyones armor by 4 but took roughly 4 armor from the seals, it doesnt seem like it did anything since if you get the marks itll end up being the same armor anyways(might only effect champions that have bonus armor scaling on abilities like rammus/malph/garen/randuins active)

To make other non-armor runes more appealing. Even though I don't think it will.
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you still end with the same armor even if you get all armor seals even after this nerf
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caucheka
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DillButt64 wrote:

you still end with the same armor even if you get all armor seals even after this nerf

and if you dont have the runes you'll get 4 armor for free. they're literally just giving 4 armor to people that don't use the flat armor yellows.
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Vynertje
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Scaling armor seals and scaling mres actually look quite interesting now. Since you get some extra base armor it's less necessary to go with flat armor. It might also open up some other options (like mana reg seals) on mages. I'm also wondering how much people will go with CDR glyphs/quints now.
Janitsu
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Weren't Riot's people talking about some IP for those who had bought runes they nerfed?
Jimmydoggga 2.0
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Janitsu wrote:

Weren't Riot's people talking about some IP for those who had bought runes they nerfed?


Then they nerfed armor yellows, and "those who bought runes they had nerfed" became "everyone who played LoL ever"

Basically MOBAFire.
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Scaling runes will break even at level 6, now. This is incredible, it makes scaling runes so much more viable despite giving up some early-game prowess.

They only bothered to show the 3rd tier because that's the only one people care about and it is the end result. They're obviously not going to make lower tier runes more effective than higher tier.

They're buffing the health runes, too, so your theory of encouraging AP mids to run health runes is correct.

Feast is getting a boost in sustain from 2 health to 3, so yeah, they're basically trying to make Lifesteal quints scale worse late-game.

I think they may have also said that they may move around the roles of the rune sections, so all offensive will be in Marks, all defensive in Seals, and all utility in Glyphs. This would put AD and AP in the same boat, as well as MR and armor would both be in seals, and CDR and the like in glyphs. Would force a rune page to chose between things more beneficial for that specific champion/role.
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