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What if we make an "idea pool" for new runes as a community project?

Lord Desert··88 votes·4,574 views

Everybody could suggest ideas for the new runes coming next season. We collect them, finetune them a little so the devs have a place where they can look for new/more ideas. What do you think about it?

It would be really helpful if someone with mod rights could do this, otherwise it will very likely get messy pretty quickly! I would certainly do it myself, and will if no one wants to do it, but I cant make these fancy drop-down menus :/ They would really help to sort the ideas and give some extra info without creating a monstrous wall-of-text, which nobody would read or even understand...

Thanks in advise!


EDIT: Holy moly! Technically this post was only asking if we should try this and to ask the mods if they could do it xD It wasnt supposed to be the post where we already collect ideas, but ok. I cant leave you guys hanging, cant I ? I'm a bit unprepared but I'll transform it, might take a while tho.

@Mods still feel free to do this kind of post too, you can make it miles better than me!

Anyway, you guys want it, so you need to live with it :P This will be a huge wall of text! Prepare yourself. I'll try to structure its as much as possible.


The discussion and the idea pool got moved to ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project come over to suggest and to discuss your ideas!

119 Comments

abdul56920 votes

Some ideas I had:

Hidden Toll: detecting an enemy with a ward grants who placed that ward 2 gold (30 sec cd per champion when seen)

Open the gates: deal 10% more damage to structures when no other champion is around (including both allies and enemies)

Fortify: your prescence gives structures 20% bonus armour

Agile: Dodging a skillshot increases your ms by 3%, can stack. Resets when hit by a skillshot and/or after a brief period of time

Sniper: Hitting a skillshot on an enemy champion reduces cooldowns by 1%

Overkill: When you kill an enemy champion, gain 1 gold for every 100 of overkill damage (rip 1hp enemies hit by veigar ult)

Yeah some of these may be OP but just giving some ideas.

EvanThomas8 votes

Out of all these ideas, I like the Hidden Toll one the best. It encourages supports to start deep warding, which is VERY important. Only thing I'd change about it is that I think it needs something for Junglers on the same rune. That way, both junglers and supports are encouraged to deep ward. So maybe add damage reduction against minions and monsters (like the existing mastery)?

abdul5692 votes

yeah, that was my favourite one too. I didn't phrase it so that it just applies to you as well but to everyone on your team, to encourage team warding. 'guys, I got this keystone so ward for free gold every so often at the cost of nothing for you'. That sort of idea.

SomeStars1 votes

so hypothetical question: can you stack that if multiple players had the same rune

abdul5691 votes

didn't think about that. Maybe for each one after the first, the effects are halved, so 2 if only 1 keystone, 1 after each one after that giving a max of 6 per enemy per 30 seconds. At most that would mean one person gets 30 gold every 30 seconds (this cd can be tweaked ofc) and that's assuming they're triggering the ward exactly every 30 seconds and also assuming the wards triggered only belong to one player only.

This assumes that everyone picks it however. There surely are other alternatives that would be beneficial for different roles. Supports will favour this, while a fiora/trynda might prefer 'open the gates' or against seige comps, the team might perfer 'fotify' etc.

Shahamut3 votes

Team runes would have to be a keystones of some kind and would be difficult to balance. Also, what stops me (as a noob or troll) from just dropping wards in lane to proc the rune?

I like the idea though but might word it differently:

Anytime a ward you placed spots an enemy champion who has not been seen in the last 30 seconds, gain 10g.

Another one would be for wards spotting champions increases the duration of the ward by 30 seconds.

Velzard of Koz2 votes

Agile seems like fancy idea, but:

  1. I can see it end up extremly buggy, proccing when it shouldn't, not proccing when it should. Defining you dodging a skillshot migh be hard, too.
  2. It kind of helps you dodge further skillshots, so it may end up being nightmare in case you miss single skillshot on skillshot based champion.
abdul5692 votes
  1. I can understand that
  2. that's the point. the more you dodge, the better at dodging you become. Will make the enemy actually thing about throwing out their skills instead of spamming. However it would also make faker even more of a god than he is.
BladeSingularity3 votes

Um ... if Faker uses this, then we're all doomed.

abdul56912 votes

Don't worry. Just play Pantheon, tryndamere or master yi. Can't dodge the skillshot if there is none. http://i1.kym-cdn.com/entries/icons/square/000/022/138/reece.JPG

Mhihnj3 votes

Sniper: Hitting a skillshot on an enemy champion reduces cooldowns by 1%

Threshperfect

Khadaver6 votes

All i want is a movespeed boost on spell hit Taliyah

0532 votes

item 3303

Khadaver5 votes

on a rune [zombie-nunu-bummed]

rtbf2256182413 votes

Ult someone as Veigar using Stormraider's. ;)

Oelyk6 votes

Sacrifice: Nearby allies heal for 6% damage you take. (for a 3k tank if you die, allies potentially get 180 health. Small, but interesting.) Tank/Support rune.

Corral & destroy: AOE effects deal 5% more damage per additional champion effected, 15 second cooldown(max 20%, hitting all five enemies, AOE damage amplified. Does not go on cool down if only 1 champ is hit.) Long CD AOE mage rune

Tyrannical tenacity: Increases Armor and MR by set amounts scaling with level, the lower health you are(activates upon taking damage that will make you drop below 40% health). After leaving combat, rune goes on cool down for 20 seconds. Juggernaut rune

Legendary Savior: Heals and shields cast on allied champions below 25% health are amplified by 50%, Allies effected by Legendary Saviors bonus within the last 10 seconds receive half the benefit. Sustain support rune

Recycler: Killing enemy wards reduces the cooldown of trinkets by 70% of the max cooldown. General rune

Sadist: Enemies who are hard CCed receive 10% bonus true damage from you. (maybe a bad Idea for Viegar.) Disruptor rune

Ice Lord's commandment: You and the enemy team deal up to 30% less damage when slowed, Items do not trigger this effect. Lasts 1.5 seconds and cannot effect the same enemy again for 10 seconds. Situational rune

Brazen Charge: Casting mobility spells towards enemy team while being outnumbered grants a decaying shield, scaling with level, amplified by 50% for each additional enemy champion outnumbering you. LCS big-plays rune

Phoenix feathers: Killing a unit grants a feather stack, large monsters and champions grant more. At 100 stacks grants a miniature GA effect, in addition to upon revival it completely resets all basic ability cool downs. Feathers do not stack over 100. Upon revival, all feathers burn up and you must collect once more. GA will trigger first. "Because I don't need a GA" rune

Redundant: Casting a spell successfully gives a small timer(8 seconds), if you cast the same spell within that timer, its damage is boosted, and the timer reset, can stack up to 100% bonus effect(5-6 times?), however casting any other spell(summoners and items excluded) the buff is disabled for 45-15 seconds(scaling with level). If timer expires, CD is not triggered. Spam poke rune

Siege master: First auto attacks on structures do bonus damage and receive bonus range, 8 second CD. "Probably a bad idea because towers are weak as hell already" rune

I'll think of more later.

Arakadia3 votes

I love Brazen Charge, although I dunno how often it would be used.

morris14 votes

Kled I heard you like ham, so I put some ham in your ham so you can ham while you ham.

Lord Desert2 votes

Sacrifice: All Allies? Or only the weakest? Range?

Tyrannical tenacity: Can you give an example of the amount? 10-40? (2/lvl until lvl16)

Legendary Savior: We could add 10% Heal&Shield too. But this is already a Keystone level Rune

Recycler: That is to much xD Maybe 20-25% refund or maybe a 20% increase in duration, if a ward is killed. And all your Wards have a 10% bigger radius.

Sadist: Only if you applied the hard CC? Or could everybody apply it?

Phoenix Feathers: Migth overlap with GA to much :S

Redundant: Very nice idea, but is likely to situational :/

Siege master: Yes, I would highly adwise against more turret taking things in the game, but is a leggit rune xD it also might be a bit to situational, somesthing more like: grants your turrets a small shield, whatever might help.

Oelyk1 votes

Sacrifice: Depending, based one how powerful tier it is.

Pretty much the same for everyone else that doesn't have the effects of a high impact rune.

Sadist, yes only hard CC, fight those who can't fight back. Hi Viegar.

Phoenix feathers, IDK, I feel like it might be kinda niche for snowball champions, or tanks who can no longer afford to have GA cause it's ass stats. Maybe revive has something to do with fire... cause its a Phoenix.

I like the siege master add on, but a 2 way rune is not really a decision if it's both defensive and offensive, it should feel like a choice.

Edit: I noticed you put some of my ideas in the main post, thanks! I also noticed I might have worded Ice lords commandment badly, depending how you want to use it. It either being an aura that when champions are slowed by ANY source damage is reduced, or how I originally intended as enemies slowed deal less damage to YOU, while if you are slowed you deal less damage to THEM.

Lord Desert1 votes

I will put everybodys Idea in there, but in most cases I need more information first or we could tweak ideas to fit better in one of the three categories :D Also even if you dont agree with my suggestion I will put the orignial idea in it :D

Sacrifice: Technically could be a keystone, but i dont know if its "interesting" enough to be one :/

What about Recycler?

Phoenix feathers: What would you say if you cant buy a GA if you have this? My biggest problem would be that high survival champs like Trynda or Kayle would buy GA and use this and it would be anyoing beond comparsion :D

Siege master: The thing is it needs to be powerfull and also to a certain degree reliable, because we only have 7 Runes and this need to compete with others. Thats why I'm going the "double" route. Its always usefull as a shield if behind, or as a bit of dmg to the turrets if ahead.

Auras in Runes could be bad because the others cant see that you have them until youre ingame :S Ah ok, Im understand the dmg reductions is only towards you not an general reduction, right?

Chazual Fridays6 votes

Hey! I like this! I'll throw down:

Clever Warding: When a ward you place dies by timing out, you gain 10 gold. If a ward you place is destroyed by an enemy champion, it explodes in a powdery mist, granting true sight in a small area for a brief period (2-minute cooldown).

Anti-Harassment (Melee Only): Killing a minion grants a small shield (15-100 based on champ level) for 2.5 seconds (8-second cooldown after the shield ends). This effect does not stack.

Onward!: Gain 10 out-of-combat movement speed. Attacking jungle camps does not cause you to lose out-of-combat movement speed bonuses.

Mark-Bearer: Your basic attacks against enemy champions deal 5% less damage (halved for melee champions). Your basic attacks against enemy champions mark them for 6 seconds (18-second cooldown per champion). Allies that hit a marked champion with a basic attack deal 5% more basic attack damage to that champion and gain 5% movement speed for the duration of the mark (movement speed doubled for melee champions).

Substitionary Atonement: If a nearby ally would take lethal damage, they instead take no damage and gain a shield equal to 30% of your bonus health and 100% movement speed decaying over 2 seconds, and 80% of the damage is redirected to you as true damage (this only applies if you would not die from damage redirected this way; 4-minute cooldown).

That's all I got for now! Obviously, I pulled the numbers out of me bum, so don't take them too seriously.

sta supra2 votes

Anti-Harassment: I like this but it seems like it would be mandatory on all melee even if its melee vs melee but i cant think of a way that could be improved on, maybe adding armor/mr to it and having the bonus removed when its on CD?

Onward!: interesting but i can't see it being used all to often, what if it gave the speed and for when you take damage from a monster you gain an effecting keeping you out of combat with monsters for 5 seconds, i can also maybe see this as being hit by spells or basic attacks keep you out of combat for a few seconds though this would still be situational

Mark-Bearer: I'm not a fan of this even as a support you shouldn't have to weaken yourself to make your team stronger, i would remove the 5% less dmg and lower the extra dmg + move speed

Substitution Atonement: seems to strong for a key stone mastery i dont think it would be possible to implement it

Lord Desert2 votes

(G) Clever Warding: Thats a bit complicated and could be abused a bit. Lets say: If the ward spots an enemy anywhere but not in the lane and runs out, it grants 50g. Beeing placed in a bush or near an Epic will make it explode granting truesight for 2 sec, if it gets cleared. (30 sec cd) How does this sound?

(M) Onward!: Is a bit to weak for a minor, remember we only have 7 choices now!

(G) Mark-Bearer: Double edged things are a bit tricky with just 7 choices :/ It is still usefull enough but I would up the MS to 10% base

(K) Substitionary Atonement: Sadly way to powerfull even for a Keystone Rune xD

Lord Desert1 votes

Hey, the discussion got moved to ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project, we can talk about your ideas more there :D

NextSkarnerNA5 votes

I'd like a perk similar to the old adaptive armor mastery where 5% of your higher resistance stat was added as bonus to the lower stat. It made tank itemizing feel so much less wonky and unrewarding.

Velzard of Koz3 votes

Not sure how this one would turn out but something like a rune that gives you certain bonus per your turret down. It may feel frustrating on one hand, that by pushing and getting objectives, you are buffing your enemies, on the other hand people keep complaining about struggling to get back after early unsuccess so this might help it.

NickMP3 votes

Sounds cool, here's a few of my own ideas.

Keystone: Spirit of the Hunter You are followed by a Spirit Wolf, which has 35% of your Max Health, 100% of your Armor and Magic Resistance, 40% of your attack damage, and respawns 45 seconds after being slain granting 35 kill gold, the Spirit additionally lunges at enemy Champions within 500 range when they either attack an allied champion or yourself, or when you apply any form of Crowd Control to an enemy, this Lunge deals an additional 20% AP + 5% of the target's current health in Magic Damage and slows them by 99% for 0.25 seconds. This lunge has a cooldown of 12 seconds.

(>'.')> give devourer wolf though it might overlap too much with what we've seen of Perxie? Might be unique enough considering it can be killed and doesn't shield people, wanted it to feel like you were loosing the hounds on people with the CC-lunge, but also that you have a faithful companion that will fight for you and your allies so he'll lunge at people giving you a hard time.

Major Rune: Stagger When you Slow or Silence an enemy champion, additionally stun them for 0.5 seconds. Cannot occur on the same enemy for 45 - 11 seconds, based on your Champion Level.

This might need to be a Keystone since it's effect might be too "standout" for a Major Rune.

Minor Rune: Arcane Strength Gain Ability Power equal to 10% Bonus Attack Damage, which is then increased by 1% per 1% Crit Chance.

A rune focused around putting a little kick into any AP Ratios an AD Champion might have, or to make an AD/Crit build a little better on a mage. innocent whistle

Minor Rune: Arcane Blade Your Basic Attacks deal Bonus Magic Damage equal to 3(+10% AP) on-hit.

I miss this thing.

Minor Rune: Avarice Begin with 50 extra gold, additionally gain 1 Gold per 10 seconds for each enemy Champion with more Gold then you.

Expands starting options slightly, while also giving some small amount of insurance for when you're behind.

BarbaJhini3 votes

Minor Rune: Arcane Strength Gain Ability Power equal to 10% Bonus Attack Damage, which is then increased by 1% per 1% Crit Chance.

-Kinda be op imo 200 bonus ad with 70% crit would be 180 from an adc main this would help too much xd Trist scales well with ap Jhin Q (60% ap scaling) would be so good lol and MF would benefit a lot as well as her ulti and q scales with both and adding damage that can crit to that ult. For sure this cannot be a minor.

Minor Rune: Avarice Begin with 50 extra gold, additionally gain 1 Gold per 10 seconds for each enemy Champion with more Gold then you.

-Probably would be too good on supports for a minor.

Keystone: Spirit of the Hunter

-Would need to see that one, do not know if that's balanced just by reading.

Major Rune: Stagger

-Pretty much what u said, this should be a keystone, too many champions would run it otherwise.

Lord Desert1 votes

Hey, the discussion got moved to ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project, we can talk about your ideas more there :D

ModWuks3 votes

Hey everyone,

We'll be looking into moving this discussion into a better home- either in Gameplay or Concepts & Creations. There are a lot of GREAT ideas in here, but unfortunately, it's in the wrong sub-board and isn't getting the visibility from the appropriate people as it should. We'll hopefully be able to work something out with the OP to have this discussion re-posted in one of these two sub-boards, and we'll try to facilitate the discussion using our available resources. If you have any questions, please feel free to reach out to us on the Moderation Discord.

UPDATE: You can now find the re-posted version here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/nm6rxO3G-ommuniy-un-ollecion-a-community-project

Thanks for your enthusiasm, passion, and ideas.

Lord Desert1 votes

Reporting for duty. Post edited and moved to C&C, hope you guys dont get spammed with "wrong boards" anymore xD Lord Desert over.

Danyoja2 votes

Hail Mary: If you lose 40% of you current health gain movement speed and CC immunity (towards enemies only) for 2 seconds. 60-30 second cooldown.

Fade to Shadows: When you kill an enemy gain 1 second true stealth (interrupted by damage/dealing damage, does not stack, but refreshes).

Rallying Standard: Throw a standard of your nation on the ground, allies gain increase move speed running towards it. 2 minute cooldown. has 3 hit health.

Swift Stream: Run 50% faster on water, but your location is reveal every 3 seconds when you're in water (safe in brush).

My Body, Your Shield: (Uses dominion channeling animation) After channeling for 2 seconds (CC interruptible) switch places with an allied target (of your choosing) within range. You will be roote for 1 seconds but taunt nearby foes on swap for 1.5 seconds. 2 min cooldown.

Lord Desert1 votes

Hail Mary: In what timespan can you lose the hp? in 2-4 sec? and current hp is tricky, max hp would be easier.

Rallying Standrad: We would need a keybinding and whats the duration? Cast range? strength of the MS?

Swift Stream: Might be to much, 30% seems better, but having a tradeoff with only 7 runes is difficult, becasue we would need to make really, really powerfull if they have a tradeoff :/

My Body, Your shield: Very interesing, 2 sec might be to much 1.5 should be better. Should the ally get a buff in the mean time? We need a keybinding again, whats the range of the taunt aprox?

Fade of Shadows: Maybe 1.5 sec?

Danyoja1 votes

Yeah I created these with the ideology that they'll be Rune buttons probably not because Riot likes to keep the control scheme simple.

Hail Mary: Would probably be better as Max health but it's suppose to continually stack the lower you get but probably within the a 1-3 second span the lower you get.

Rally Standard: it could be a trait to your Trinket Ward/Orb increase the range you can cast it and the cooldown on it, but its always revealed and the speed boost is only on the first few seconds of cast time.

Swift Stream is strong because it has a draw back at that speed you should be able to juke into brushes to reset the timer.

MBYS: Maybe it could re direct % damage to you taunt range is galio's as a reference. For controls maybe if you auto attack an allied champ it'll begin the channel and it'll only go on cool down if the channel is complete. Actual range of the leash is probably the length of a bot brush.

Fade to Shadows (better name): the timing on this could vary depending on what tier rune it is.

Juicyman2 votes

Just three handfuls of simplistic stuff.

Daredevil. If you engage in combat, alone, against 3 or more champions you gain a temporary shield.

Oiled Up! If you crowd control an enemy champion you gain movement speed when near them and ignore unit collision.

Freight Train. Movement speed increases when you move in a straight line.

Milk Drink. Potions become thicker, increasing their duration by 20%.

Honeyfruit Specialty. Ignore the speed decrease on Honeyfruit.

Honeyfruit Specialty V2. Spawn an additional two Honeyfruit when you bop that plant.

On the Hunt. Dealing damage to a champion reveals them for 1 second.

Wildlife Winner. Clearing two camps in a quadrant of the jungle (i.e Gromp and Blue) grants you a 1 minute movespeed increase until you engage in combat with a champion.

Minute Immunity. When you reach 10% health you buffer for 0.5 seconds and become untargetable (think old LeBlanc passive or Shaco ult).

Savage Rend. Killing a jungle monster causes your champion to pulsate, dealing damage to all nearby monsters (think Tiamat).

Gift of the Thief. Buffs from the enemy jungle last 20% longer on you and successfully killing an enemy camp with smite grants you an increased movespeed that decays rapidly.

Minion Morale. Your attacks mark an enemy champion. Minions deals increased damage to that champion.

Scuttler. You receive the movement speed increase of Scuttle Crab even when enemies have control.

Oelyk1 votes

Daredevil: To situational and almost always suicide in that condition, look at my Brazen charge. TBH I can't think of anyone unless they are super fed that may benefit a little from this. 2v3 can happen, 3v5, but 1v3? No.

Oiled up: I think their could be a better activation method than being near CCed enemies, or give it a better name like Mobility sap. Good idea though!

Freight Train: Sounds like Asol E passive, not all that original. The name implies a big object that builds up kinetic energy/force in a single direction, however you could change it to extending the range of Mobility spells as long as you have been moving in one direction for a while and the spell is cast in the same direction.

Milk Drink: TBH, Time or strength for the buff matter, because the only difference is the duration of the heal, the strength will be the same. Clarify.

Honey fruit specialty: Extremely situational, but interesting idea. You can change it to something like recently getting healed reduces slows effectiveness for a short duration(Ain't nothing going to break my stride.) The additional honey fruit is not all that useful for an entire slot, I go games without bopping those unless you do jungle all the time.

On the Hunt: Kinda already implemented, but if we are talking true sight.... rip Akali.

Wildlife winner: Perfect idea, however I worry this will increase clear speed for sustain orientated junglers, and make jungle presence even larger early.

Minute immunity: Unless it makes you invisible and spawns a clone, not really worth it. people can just auto, drop you, and auto you again when the AA timer is up and your buffer is long over.

Savage rend: Again, I worry about jungle clear speed, especially with raptors. I main Tristana and I know that deadsplosion is powerful.

Gift of the thief: I love this. No changes need. Counter jungling should feel like a real threat to junglers and not just a free gank for all without having to worry about their own jungle.

Minion moral: Disagree, this would be pretty niche, and very effective against lower elos who underestimate minion damage in comparison to higher elos. The effects are just to damn micro.

Scuttler: If it doesn't grant vision of you, then I think this would be a great choice, because a scuttler blocks the entire path, and screams it too. Having that false sense of safety in doubt would be amazing. However it needs an equal and beneficial rune for junglers and laners so that it feels like a trade off, namely roamers should feel like they are trading off some kind of lane control, because leaving lane gives opportune moments to push hard etc.

Lord Desert1 votes

Hey, the discussion got moved to ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project, we can talk about your ideas more there :D

Whut Thuh 1 votes

sounds good at first, but then i remembered that the 85 percent or so of all league players are in bronze and silver and i know how bad ppls ideas are down here

Khadaver6 votes
  1. No one is forcing riot to use all the ideas, that's unlikely.

  2. You don't need to be high elo to have good ideas.

Whut Thuh 1 votes

but i would say a good 80 percent of any sort of ideas coming from anyone in the vast majority of leagues playerbase would make a specific playstyle or champion, completely busted for anyone who nows how to abuse it, and as soon as one person figures it out everyone knows it

Khadaver2 votes

They can get inspiration from the ideas and change them a bit

RFPSHBYQl71 votes

Some of my ideas:

Pickpocket: if you make the enemy miss a last hit, gain 1 gold. 2 gold if it's a siege minion. (60 sec cd) occurs when you hit a enemy champion with a skillshot/autoattack and (s)he misses the lasthit. (the window should be real short tho' so it wouldn't be too easy to pull off)

Blood Cult: Nearby allied champions and minions restore 1 health on-hit.

Feather Skin: Gain 1 movement speed when moving away from an enemy champion. Increases up to 5 bonus movement speed over 5 seconds of moving away from the enemy champion. Bonus is lost if you face the enemy champion again. (10 sec cd)

Crushing Strikes: Autoattacking enemy champions gives you a stack of Crushing Strikes, gain 1 flat armor penetration per stack. Stacks up to 10 times. Works like Jax's passive. As it builds up you start losing the stacks faster if not autoattacking the enemy champion. Ranged champions only gain half the bonus per stack of Crushing Strikes, but they can stack it 20 times.(in the end both melee and ranged champions will gain 10 flat armor penetration when reaching max stacks) (15 second cooldown)

Reinforce: Nearby allied minions gain max health equal to 1% of your bonus health. Siege minion gains double the amount.

Loss of Focus: Nearby enemy champions will miss their every 100th autoattack. There is no counter to be seen and it doesn't reset if your enemy(ies) move far away from you.

Demotivator: Enemy champions lose 5 movement speed when being close to and moving towards your structures and you're near.

Jailed: Your crowd controling abilities last 0.1 seconds longer. 0.2 if it's not heavy cc.

Unpleasant Suprise: Gain 5 ad and 10 ap for 1.5 seconds when an enemy with no vision walks into you.(Either it's walking into a bush or a stealthed champion becoming unstealthed nearby)

Anger of Loss: When walking into a jungle camp which wasn't cleared by your team, gain 15 movement speed for the next 4 seconds. Decreases over the duration. (20 second cooldown)

Lord Desert2 votes

Pickpocket, Blood Cult, Crushing Strikes, Feather Skin, Demotivator, Jailed, Unpleasnt Surprise: They dont feel powerfull enough :/ Remember we only have 7 choices now, we should atleast double everything. They all would be a Minor Runes?

Reinforce: Turrets deal % so it doesnt matter to them, the idea to buff minions is not bad, but %hp adjustments are a bit tricky. Also this would be too weak :D at 2k bonus hp they get 20hp/40hp which is nothing later :P

Lord Desert1 votes

Hey, the discussion got moved to ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project, we can talk about your ideas more there :D

kasfas1 votes

Here's one for you. Rock Hard Abs: While in combat with enemy champions, all healing received is reduced by 5-15%, but all damage taken is reduced by 10-20% (with level).

Good for tanky champions who want to get into a fight and have little means of healing in fight, but good means of tanking during the fight.

This is essentially for the tanks with shields instead of heals.

Another. Executioners wrath: All damage you deal does an additional 1.5% missing hp damage,

Lord Desert2 votes

Rock Hard Abs: Like the Idea, but positiv and negativ is very hard with only 7 choices in total :/ 5-10% healreduction such be already enough, since heals amplify your survivabilty because you have resistances allready. I'm not sure which type this would be, could be all 3 in my eyes. What do you suggest?

Executioners Wrath would be a Minor Rune.

kasfas1 votes

I'm not exactly sure what you mean. If you mean that the benefit is not enough for the deficit, the point is that you want to be just taking a ton of damage and not healing back up until the fight has ended.

It's supposed to reduce I fight healing so that you become super tanky, but if you get low you can still get killed easily unlike champions with heals in their kit.

Think about Nautilus who has no built in heal, but had a shield. The shield does a lot more work now because of the damage reduction, but he can't heal up while fighting. Its supposed to be a mastery that fighters don't use because most of them rely on self heals while fighting with a few exeptions.

It should probably be a pretty important rune, either major or keystone due to how much it provides in damage reduction. The only thing is that it isn't very interesting to use and is more of a self buff/debuff combination at all times. Perhaps it could use some alterations, let me see if I can do something better.

Rock Hard Abs: While in combat with enemy champions and epic or large monsters, gain increasing damage reduction (0% at full hp, 50% at no hp) and increasing size as you lose health. Consequently, as you lose health all sources of incoming healing by are reduced (0% at full hp, 20% at no hp).

Once again, this is meant to encourage fighting when low for champions who don't have built in self heals. The lower they get the more damage they can take. It also discourages people to take it if they have self heals or make good use of lifesteal as it will help them significantly less than it will harm them.

I think this is a better and more interesting version of what I had intended, as it allows for more fighting. Note that champions with built in heals will still win in a drawn out fight against champions who take this as these champions have no way to heal themselves, their base health regeneration is cut as well, plus their increased vulnerability to true damage leaves them in a still losing spot over champions who heal in fights (lifesteal ADCs). The only thing is its potential interaction with thornmail, but since the item doesn't have grievous wounds it should be fine.

Lord Desert1 votes

Hey, the discussion got moved to ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project, we can talk about your ideas more there :D

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