Monday, February 10, 2014

Runic Blessing - Make it Slightly Less Awful

So everyone has seen that tiny shield that some people get at the start of games (Not talking Granite Shield from Malphite here).  To say the least, the mastery is bad.  50hp shield only when you respawn.  In other words, in order to take any kind of advantage from this mastery, you need to die a lot.  And even if you were to die a lot during a game for good reasons, like in kill trades as a tank, it STILL has almost no actual value as a mastery.  Especially when you compare it to the masteries on the same tier:

Second Wind - Increases all self-healing effects by 10% while below 25% health.

Legendary Guardian - Grants 1 / 2 / 3 / 4 armor and 0.5 / 1 / 1.5 / 2 magic resistance for each nearby visible enemy champion within 700 units.

So, you can either have a few 50 hp shields, one every time you die, or you can have 10% self healing at critical health or up to 5 armor and 2.5 mr for nearby enemy champions at any time during the game.
There isn't any kind of contest between these masteries.

So, my suggestion is that the Runic Blessing should be refreshed whenever you are in the fountain and out of combat.  Somewhat like the Crystaline Flask.  This would at least give the talent a small bit of worth compared to the other masteries on the tier that it's on.  It would still be inferior, but it wouldn't be completely terrible.

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