Talk:Aftershock/@comment-25037679-20190426130000

A problem with aftershock is that it's very good for short, hit-and-run trades. You get in, get a resist steroid, do a bit of damage, and get out before it wears off. You don't worry about hitting the shockwave, because sticking around long enough to land it gives your opponent an opportunity to retaliate before you can get back out of range. The hit-and-run tactic is a way to eliminate risk, and it runs contrary to the all-in tank initiation fantasy

But there'd be an easy way to encourage risk... just don't give any benefit if you don't hit the shockwave.

Instead of giving resists, this rune should heal you for a % of the damage you took during the effect-but only if you hit a champion with the shockwave. That would force players to stay in the fight, within melee range of a target for at least 2.5 seconds, in order to receive any benefit from this keystone.

The other problem is that the cooldown is prohibitively long. You generally only get one use of it in a fight, which encourages backing out to wait for the cooldown to come back up if possible. This, again, benefits a hit-and-run strategy.

So... take a hint from arcane comet and encourage interacting with the enemy team. Refund a % of the remaining cooldown when you immobilize an enemy champion. This would benefit lockdown tanks the most, and make it non-optimal on champions with low cc just trying to abuse the tankiness it provides.

Not only that, but If the cooldown only begins after the shockwave, this would even encourage saving spells until after the shockwave bursts. This would give the user the choice between going for the short term burst of using all their spells immediately, or saving them to get optimal uptime out of aftershock.

Thanks for coming to my TED talk