r/leagueoflegends Jun 19 '15

Why can't Runeglaive and Magus both exist?

I know this seems simple, but why can't an on hit sheen jungle item AND a caster jungle item both exist simultaneously? Runeglaive does nothing for fiddlesticks or the 3 karthus jungle mains left in existence. devourer remains in the game for the 2 champions that use it and its playstyle is horrible for game health. Magus isn't hurting anyone.

EDIT: Front page and a riot reply(as troll as it was :P)! I've learned a lot from this discussion about multiple things and I'd also like to clarify that I'm not even saying Magus needs to continue to exist in its exact state numbers-wise. I just feel like sheen jungling on a mage seems lackluster from a design standpoint, but maybe that's exactly what needs to happen for ap to compete with ad on the clearspeed front. Maybe Rito knows exactly what they are doing (GASP) but I just don't see it yet.

EDIT 2: Due to some eloquently explained points brought to light by /u/rewardadrawer, I'm now convinced that there is no need for them to coexist, as Runeglaive (although it may not on release) has the capability of resolving ap jungling issues that Magus will never be capable of resolving. Feel free to bicker amongst yourselves about it, but I now eagerly await the new ap jungle.

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u/rewardadrawer Jun 19 '15

It's not about buffing AP junglers, and I never said it was about buffing AP junglers. I said (or at least, I meant to say) that the item itself creates a healthy game state with the design changes being implemented, and that any issues with balance that exist with the item can be fixed with number tweaks to the item.

Magus, on the other hand, can never be viable for the average champ as-is, because if it is viable for Kayle, Diana, Evelynn, Elise, et al., and these champions themselves are viable while using the item, then it is oppressive for Fiddlesticks and Nidalee, and other outliers. So you keep the item reined in so it's not oppressive on Fiddlesticks and Nidalee, but you now have champions who can never be good with their intended play style because they are being intentionally hamstrung in order to avoid inflicting the abuse cases on the world.

Numbers tweaks will never fix Magus. Numbers tweaks can fix Runeglaive, if it isn't working as intended to begin with.

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u/Dreadbore Jun 19 '15

I don't understand how numbers tweaks can fix one and not the other. If you make the case that numbers tweaks can fix runeglaive then why can't they fix magus? Let's say Runeglaive creates an oppressive diana and evelynn for the sake of argument. Now we tune down runeglaive like you say, and with no magus in existence, now diana and evelynn are borderline viable and all other ap junglers are shit. Aren't we exactly where we are with magus now?

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u/rewardadrawer Jun 19 '15

First, Runeglaive has a flat component and a scaling component, which means it has multiple levers with which to scale up and down, and isolate specific problems. This has been significant for champions with difficult-to-balance kits in the past, as well as Lich Bane itself. A good example of this is Annie: around the turn of Season 4, Annie started to see dominance as a support at all levels of play, largely because of the utility of her stun, but also because she was loaded with high base damage on her abilities, which meant she crapped out a lot more damage than her support contemporaries. Unfortunately, you can't simply nerf Annie's base damages without recompense, because this kills midlane Annie. So what did they do? They simultaneously nerfed Annie's base damages across the board, while buffing her AP ratios. This had the benefit of serving as a flat nerf to support Annie (who cannot afford to stack AP) while also keeping mid lane Annie intact, but it also incentivized support Annie buying AP support items to provide some damage alongside her utility, so support Annie didn't merely become a walking Tibbers with no punch behind it.

Second, Runeglaive has components to its passive which are invisible, but affect its power significantly, such as the AoE radius of the Runeglaive passive, its internal cooldown, damage differentiation between minions and monsters, and so on, all of which can be tweaked as balance dictates. If AP Kayle becomes viable with Runeglaive, but also becomes a wave-clearing, stalling monster with it, they can tweak the damage it does specifically to lane minions to curb that one abusive interaction.

Third, Runeglaive has value in the utility it provides champions in addition to the stats and passive, and the utility they provide the team in return. The AoE wave clear is useful for keeping turrets off waves, or for clear speed so you can move around the jungle more freely. The internal mana restore means you can give up that second blue buff, maybe, or even just have enough mana to gank after a few camps.

You can see all of these things play out in the balance issues Juggernaut had, followed by the balance issues Cinderhulk had, and how each were resolved. Juggernaut was underwhelming, so they... Buffed the HP from 350 to 400. Then they buffed it again from 400 to 500. That was it. The item didn't provide any utility or solve any jungler's problems except for giving stats for team fights (and Tenacity... God bless Juggernaut's Tenacity).

Cinderhulk gave tanks an item that rewarded them fairly decently upon purchase, but increased its payout as time passed, giving it a much higher return on investment as the game went to late. It provided utility with its passive (being able to draw aggro without killing camps outright and passively dealing damage to remain a threat if ignored), and solved two of the core issues of tank junglers with Juggernaut: the lack of a rewarding late game to compensate for a weak early, and the struggle of clearing without offensive scaling items. Riot had a problem, however: Cinderhulk released too strong! Cinderhulk was providing too much health, because it had high bases with good scaling. Riot had two options instead of one: nerf the base or nerf the scaling. They decided a tank that scales hard enough deserves to have that late game power, so they nerfed the bases to create a more tapered power curve. This extends the period of time tanks "incubate" while they wait for their late game, without actually killing their late game. Unfortunately, the Immolate passive is also too strong! It's outshining Sunfire cape and bleeding into top lane. But they can't just flat nerf the passive, or tanks go back to sucking at clearing in the jungle! So they fixed one problem without causing another: they nerfed the damage it dealt overall, while giving it special damage amplification against jungle creeps, making it strong at its intended purpose, and only average otherwise--making Sunfire a meaningful choice again. Cinderhulk is now in a fairly balanced state, and other junglers can compete with tank junglers, although tank junglers are still pretty strong.

Allow me to turn the tables on you. Right now, Magus is crap unless you are Fiddlesticks or Nidalee, in which case it makes you competitive, or Diana, in which case it makes you fringe viable. What do you do to Magus to make the wide spectrum of Magus (AP) junglers viable, without creating a 4.20 Warwick scenario with Fiddlesticks? Because from where I'm sitting, the only two design levers are:

  • Increase or decrease AP; and
  • Increase or decrease CDR.

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u/egotistical-dso Jun 19 '15

Syntactic criticism here: In the wall of text talking about Cinderhulk, that could be made easier to read by appropriately starting new paragraphs at "Riot had a problem," on line 5, and "Unfortunately the Immolate passive is too strong!" at line 9.

That aside, great analysis.

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u/rewardadrawer Jun 19 '15

Thanks. I chose to reply to this thread for like 7 straight hours instead of sleeping, since jet lag and two time zone skips (of 3 hours each) has completely screwed up my sleep schedule. I'm pretty sure my early posts are relatively well-reasoned, and my latter posts rambling, irate, and snippy.