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Ancient Rune UP?


MarXX
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the times i bought ancient rune i felt no significant increase to my spell damage output.

anyone else feel that ancient rune seems insignificant? well aside from the Added INT, the decay seems like its not even there.

yes i tried to attack full health heros. still crappy.

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Ancient rune needs some kind of a buff/change. It's a less useful liandry's torment from league in that liandry's gives you health, more damage if the enemy is slowed, and magic penetration (comparable to true damage for spells).

 

I think Ancient rune should cost 3k, down from 3.5? and do 3% maximum health. Additionally they could remove the energy regeneration and give something else: movment speed, overall spell damage, health, resist, time scale - something.

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yup it does with most heros, but you can try egon with just rune and it already up as shap since dmg is high through rune when he has fullhp and high due to effect when they have low hp :D

Does it work for brine well? I use it for brine with this build: Superheated mantle, Gravity Edge, Symphonic seed, Yamato reactor, Nitrogen retrofit and Ancient Rune

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Ancient rune needs some kind of a buff/change. It's a less useful liandry's torment from league in that liandry's gives you health, more damage if the enemy is slowed, and magic penetration (comparable to true damage for spells).

 

I think Ancient rune should cost 3k, down from 3.5? and do 3% maximum health. Additionally they could remove the energy regeneration and give something else: movment speed, overall spell damage, health, resist, time scale - something.

Agree with the removal of energy regen part as you got a lot of energy and energy regen from INT and theres no need to get more energy regen...Or you can take the energy regen cost and take away 700 from the cost of ancient rune, so that ancient rune gives only a Int Boost and the Unique... Just a suggestion

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If it is too OP doing max hp %, they could make the item only able to proc for a maximum period of time if only being proc'd by one ability. Example: Egon uses q on enemy, it could be made so that the damage from ancient rune only lasts for a certain number of seconds, instead of however long it normally would be. However, if Egon uses his q again on the same target the period of time would reset, allowing ancient rune to damage for the set period of time again.

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a large problem with casters who generally use intel items is they eventually have spells on CD and are then disadvantaged as they have no way to do damage besides AA which is generally negligible

 

give ancient rune a longer DOT, keep scaling as it is, it will help them last hit & get kills on heroes who try to abuse casters by hanging around them

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It should have a decaying spell res reduction or something. Starts at 15% spell res pen decaying over 5 seconds back to 0.

 

This game has no way to reduce armor or spell res which makes true dmg very very strong. Grav edge is a must for all casters still and contam is pretty popular too. If we had spell/armor pen we would get some different item builds and not so reliant on the big true dmg items

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Issue with Ancient Rune is that the item is ment for Poke and DoT.

 

Aeon of Storm concept kinda relys on either, insta-bursting an enemy down through abilities or just basic attacks. While it does have the before teamfight thing where you look at each other trying to engage, This is not really poking, since most of these types of abilities are Grab abilities (Mandrake, micro, boros). So what lacks is effective poke for this item :P

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Issue with Ancient Rune is that the item is ment for Poke and DoT.

 

Aeon of Storm concept kinda relys on either, insta-bursting an enemy down through abilities or just basic attacks. While it does have the before teamfight thing where you look at each other trying to engage, This is not really poking, since most of these types of abilities are Grab abilities (Mandrake, micro, boros). So what lacks is effective poke for this item :P

What is lacking from the item in my opinion is some survivability. Giving this item a survivability aspect would make so that you aren't using an entire item slot just to get an underwhelming DoT, intelligence, and some energy regen. Or just make the damage based off max hp, tanks get enough spell resist it won't be that OP anyways.
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