Runes Corner: Summoner Specialist and Hextech Freezeray

RiotRiot Stashu·8/23/2017, 9:51:24 PM·1 votes·165,721 views

Hey all! Stashu here, and welcome to another Runes Corner. I have a double feature of keystones for you this week, and from our most unique path: Inspiration. Be warned, this reveal is not for the faint of heart, these are some spicy keystones and I cannot be more excited to finally be able to talk about them.

The past couple reveals have gone deep into background and theory to give you guys a bit of insight into our iterative design process and explain how and why we’ve landed on certain runes. Now that we’ve laid the groundwork there, I’m going to give these runes a little more room to speak for themselves; and fortunately this duo has loud, beautiful voices. [W.I.P. note, names are temp and mechanics are subject to change as we continue playtesting. Temp icons borrowed from champion kits and beaten with my fumbling photoshop skills.]

So! Without further ado, I present Inspiration Keystone #1


Summoner Specialist:

http://i.imgur.com/T3Qf7s6.png

You start with 1 Summoner Shard and gain an additional Summoner Shard each time you cast a Summoner Spell. Swap a Summoner Spell to a different one by exchanging 3 Summoner Shards at the shop. Additionally, gain 15% Summoner Spell cooldown reduction. (You cannot have two of the same Summoner Spells)

That’s right, you can now change summoner spells during the game. Ever wanted to take ignite as a jungler without giving up flash? How about taking exhaust/ignite to win lane, knowing you’ll need teleport later? Well, this one’s for you.

I doubt we’ve even got past the tip of the iceberg in our explorations of how to use this thing, so I can’t wait to see what ya’ll can do with it.

Worth noting, there are still lots of questions to answer here, like what cooldown is the swapped-to spell on? (Currently it inherits the remaining cooldown of the swapped spell.) How exactly does this interact with smite? Is the shop the right place for this? Is this sufficient power to compete with other keystones, or does it need other bonuses attached to casting summoner spells? Etc. But we’re confident that we can answer these in the coming weeks and deliver something new, crazy, and, importantly, balanceable.

Here’s a quick gif of how our prototyped version of this works (expect better UI on launch. Also pretend it has a WIP stamp on it):

http://i.imgur.com/DbAI6zn.gifv

Got it? Cool. Let’s jump right to the next one, Keystone #2,


Hextech Freezeray:

http://i.imgur.com/UngcbtR.png

Your first attack on a champion slows them for 1.5 seconds (8-3 second per-unit cooldown).

  • Ranged attacks slow by 25% - 40%
  • Melee attacks slow by 35% - 50%

Additionally, your active item slows create an icy zone around their target for 5 seconds, slowing all units inside by 70%.

Alright, alright, so this one’s a little more tame than swapping summoner spells, that’s fair. But even so, this is the first time we’ve ever offered this sort of power in the pre-game, and that’s pretty big. Now, every champion has the choice to opt out of damage or durability to add this new tool to their arsenal; and with the new power level of other keystones, that’s a LOT of damage/durability lost in this opportunity cost. Can you make that tradeoff worth it by clever use of the Freezeray, adding new synergies to your favorite kits and combos?

And then there’s the active item slow mod. The on-hit-slow, if tuned high enough, may be enough for a rune to stand on it’s own in terms of power, but it’s a very isolated effect with few relations/hooks into other game systems, leaving it a little… uninspired. So there’s thematically a need for something else here, but it also serves a valuable gameplay need, allowing us to distribute the power of this rune between its reliable slow and its delayed/unreliable active item modification. Also, active item slows are well distributed between classes, offering decent options to marksmen, tanks, mages, and supports. The exact effect (slow zone, for now) is still under heavy iteration and might not stick, but we’re very confident in some form of ‘modifies active item slows.’

Here’s Teemo using the passive as well as the active with both Bilgewater Cutlass and Hextech-GLP. Note that AoE slow actives create slightly smaller zones.

http://i.imgur.com/Bh9WbR4.gifv

And that concludes this reveal, thanks for reading! Please join us in the comments for Q&A, and while you’re there, we’d love to hear what you all would like out of a third Inspiration keystone -- now that you have a feel for what we’re working on in Inspiration, what creative and out-there tools have you always wanted but never had a place for? Keep in mind that inspiration does not offer direct damage or tankiness, or at least without extreme tradeoffs. We’re still trying out a whole bunch of ideas there, so now’s your chance to have your voice heard! I’m very excited to hear what you come up with, so, hope to see you in the comments!


You can check the previous Runes Corner posts here: Runes Content Development Peek Inspiration Slot 1 Reveal Guardian's Soul Reveal Stormlord's Mandate and Spellslinger's Surge Reveal Hunt of the Blood Moon Reveal Domination Slot 1 Reveal Meteor Reveal

569 Comments

WoonStruck8/23/2017, 10:02:26 PM108 votes

This is going to go up in flames...lol

Blitz1008/24/2017, 2:01:01 AM47 votes

This is majorly worrying. Riot, I see you trying to make keystones more powerful and the pregame more impactful, and I appreciate that, but this is not the way to go. These keystones are gimmicks. They're powerful, sure, but they just feel so... boring. I'm doing a bad job of explaining myself, so I'll provide a counterexample.

Thunderlord's Decree is a good mastery because it has a direct and visible impact on the game, takes a small, but significant amount of skill to use, and honestly? It feels really good to get that little extra chunk of damage from a TLD proc. Now, lets look at Freezeray. It provides a short slow on your first attack, and an Iceborn Gauntlet proc on item active slows. There is no way to dodge it or play around it, it requires no skill to use and can't be used in any kind of clever or interesting way, and slowing people, tbh, just does not feel good. It's boring. And being slowed is frustrating. Slows suck, that's why Rylai's got changed about 6 months back. This entire keystone sucks.

As for Summoner Specialist, this is even more of the same. It has NO visible impact on the game as it's being played, it looks boring to use and incredibly frustrating to play against. It's powerful, yes. Absolutely, it's powerful. But its just abysmally designed.

Overall, I feel like these keystones were designed to be new and crazy, not actually good, balanced, or fun to play with. You're exploring new ideas to put power into keystones, and that's good, but you've gone way too far. You need to reel it back and start actually thinking about how this is going to work in-game, not just about how "unique" and "interesting" all these half-baked concepts are.

Sorry for the rant. Probably could have been worded better. I've seen Rito do great things in the past. Try not to let us down now, ok?

Sleepcoma8/23/2017, 10:46:48 PM45 votes

Hextech Freezeray is gonna feel really bad to play against as a juggernaut

Forhonor3218/24/2017, 12:41:18 AM45 votes

You know the more I see these preview for the rune update and preseason the more worried I become. And here's a little story why.

Recently another MOBA game that I started playing a few months back, Paragon, got an update a few weeks ago to their card system (their version of items and runes in a sense) and a bit of gameplay as well. To keep it short, they made it so heroes can get certain cards they couldn't before, gave cards more unique effects (like executing low health minions or getting stealth after going through a fog wall) and made it so you can upgrade 3 stats in-game with gems that augment your hero, like mini Runaan's for ranged heroes or increasing max mana on minion kills, and increasing all attack speed across the hero board, trying to result in a faster game.

And from this it pretty much turned the game to a huge mess right now. Many heroes have become unfun to play against with certain builds, like a recent hero who uses mana to reduce damage but has a build to gain mana back when taking damage, resulting in a hero that can almost not be killed ever after a certain point, if ever. Some heroes literally one shot you with a simple ability or at the very least chunk you for half of your health (and you're a tank). A lot of the cards even feel completely useless to grab as some are just so much better to get. Hell, I'm willing to bet you can make an attack speed deck for pretty much all the heroes in the game now.

What I'm trying to get at is that this is what League constantly feels like it's moving towards. It's trying to make the game more fast paced and give insane augment to players to customize to their hearts desire when in reality people are just going to go for the best/OP builds and things are just going to become a cluster fuck of a game, more so than it already is right now.

LasagnaViking8/24/2017, 2:42:28 AM37 votes

Please don't do this item 3070 Summoner spells are kind of core to the game and being able to take something dumb like ignite/exhaust early to win lane phase and switch to flash tp later just sounds like such cancer. Really removes the important choice of summoner spells in champ select

DarkHalo168/24/2017, 12:18:26 AM33 votes

Am I the only person that doesn't like this change at all?

LyingOnLine8/24/2017, 12:01:36 AM23 votes

Ugh. Freezeray just screams "more cancer for you to deal with, toplane melees!". Doesn't help that it sounds like Akali's just begging for it.

Arakadia8/23/2017, 11:09:09 PM21 votes

Sounds like Summoner Specialist removes a lot of the trade offs summoner spells innately force you to choose from.

RiotAD Yuumi8/23/2017, 11:29:28 PM19 votes

Ekko A 50% slowing attack every 3 seconds you say? >:) Ekko

NGNL Asian8/24/2017, 5:41:33 AM17 votes

This will actually break the game...

DeathBurst8/23/2017, 10:09:53 PM15 votes

First impressions:

  • Summoner Specialist is sick. It will be very fun exploring and trying new stuff in the beginning, but I fear it will be crazy overpowered once people (pros, lets be honest) will have mastered its use. You mention in the article that you're "confident it will be balanceable". What gives you such confidence? What are the levers you envision?
  • Hextech Freezeray is super original, but I'm not 100% sure it's powerful enough for a Keystone, but we'll see when the system is actually released, and the tuning levers are much more obvious. But why restrict it to "item actives slows"? Most notably, it means it doesn't work with Protobelt and the Tiamat line, or with Redemption for Supports. Especially Protobelt seems odd not working when Gunblade, Cutlass and GLP all work.
ImaginesTigers8/23/2017, 10:06:57 PM14 votes

This is so minor but with these changes, and the removal of Summoner's from the lore, is there any chance they might end up renamed in the preseason? I know they're a cool and essential part of League, but I think this is a decent chance to update an outdated piece of nomenclature from the game

Shuyin1788/24/2017, 1:31:01 AM14 votes

I'm heavily concerned about the Hextech Freezeray rune. As a melee range top laner main, I feel like this rune will shut down immobile tanks/mages before the match even begins. Especially against ranged lane bullies.

Dr Dðm8/24/2017, 5:29:25 AM14 votes

Riot if you add this i will not play league any more. All ready, i think you are drunk when you put updates out but this. you are high now. Please listen to the community. This is going to stop 30% of people from playing. Please stop.

GAARĂ8/23/2017, 11:41:30 PM12 votes

I'm not really sure about how I feel , but 3 sec CD for a 50% slow is insane , should be 6 seconds at least.

I would love to see some new runes for burst mages!

CubeHunt3R8/23/2017, 10:41:56 PM9 votes

tbh im actually really scared about all the new keystones and the new zhonyas mini item(for assassins with their slow burst nowadays)
but lets get back to runes: with this slow thing frozen mallet becomes pretty much useless right? and idk if it doesnt remove alot of counterplay when you chase ppl and im sure supps like thresh want to 100% take this you aa them and basiclly make your stuff unmissable
but well lets see how this is gonna play out in preseason and PBE when it hits

ComplexityNP8/30/2017, 9:40:32 AM8 votes

Hi @Riot Stashu,

I have 3 ideas for keystones which I want to present you:

  1. Golddigger: KogMaw Gangplank Viktor Every now and again (maybe 30sec cooldown) your next damaging ability or auto attack gives double/triple gold if it kills a minion. This would be the keystone for those who crave early item powerspikes. Counterplay: It must be visible for the opponent when that state of golddigging is active. In this moment you can go in for trading, because the opponent doesnt want to waste that attack on you but want the extra gold on a minion kill.

  2. On Knifes Edge: Karma Janna Taric If your heal or shield saves an ally from death (e.g. you shield him for 200 damage and he has 100 hp left afterwards), then you become empowered in some way (bigger size, on hit damage on aa and spells. The empowerment stops once that saved ally dies or after 5 seconds. What I like about this possible keystone is, that cool saves with shields and heals would show up very prominently ingame. Suddenly the backline Janna grows in size because she saved an opponent ;). Counterplay: You better make sure that you kill that champion which is tried to be saved to stop the empowerment of the shielder/healer.

  3. Commitment: Gragas Volibear Nautilus If you have all your abilities on cooldown you gain damageredcution and tenacity/slow resist for 4 seconds. The idea for this is, that if you really commit to a play and use everything you will gain extra tankiness to hang on. You can use it to escape a gank if you commit all your spells or you can use it in a teamfight where you go all in. counterplay: The cooldown of this should be fairly high. If you can bait your opponent into using everything, you will have a nice window afterwards where you can punish him.

What do you think of these ideas?

warpenguin5558/23/2017, 9:59:27 PM7 votes

Damn. Those are scary

TimX24968B8/24/2017, 5:31:54 AM7 votes

Can we get some more runes that have a bit more "obvious and straighforward" usage? most of these runes just feel like straight up gimmicks

Variks the Loyal8/23/2017, 10:15:50 PM5 votes

Jungle items require you to have Smite in order to buy. What happens when you buy them, and then swap Smite away with Summoner Specialist?

Looks like it could be very cool, especially on carry junglers. I am concerned, though, that it might end up making the different Smites obsolete; say I get to 6 items. I can swap my jungle item for a more efficient item, and then trade Smite for a different spell. We'd lose objective power, but in certain circumstances that's not true (If you're Cho'gath or if you have a Kalista, for example), and you'd potentially get a lot of combat strength. Skarners with Ghost, for example.

Also, Hextech Freezeray. How will it interact with Righteous Glory and Randuin's Omen? Will every champion slowed get a icy zone?

Legacy Hydralpha8/23/2017, 11:57:52 PM5 votes

I like the idea of the Hextech Freezeray, but there's no way I can see Summoner Specialist being in the game in a balanced state. Might be an overreaction, but can you imagine the nightmare it could be if people could change summoners on the fly? Champions adept at running several different summoners (Top laners who can run flash, ghost, teleport, and ignite for example) would become stronger.

McLovin IRL8/23/2017, 11:11:44 PM5 votes

Hey, did you discuss adding a rune that allows you to store control wards in your boots?Maybe as a alternative to zombie wards or the activateable boots (sorry i forgot how you called it).I think it wouldnt be too weak or too strong compared to other runes of that category and would be a nice possibility to allow players to store control wards in later stages of the game, instead of not being able to get a component.Other possibilities i would like to see are boots you can activate just like yumuus that grant you a greater amount of movement speed for a little duration, maybe double movement speed for 1 s with a 45 s cooldown.A alternative for the flash rune could for example be a ghost rune that allows you to have kayns e-effect without the heal component on a separate 4-minute cooldown if ghost is currently on cooldown. I would really apprechiate to hear your thoughts on my ideas.Sry for my bad english by the way

Raoul8/24/2017, 6:30:39 PM5 votes

What the F*** are you guys smoking? Seriously, STOP THIS!

Spideraxe8/23/2017, 9:59:17 PM3 votes

Hey Stash these are some super dope Runes, can I ask how you feel these fit into the Inspiration path and what that path is all about. And on a side note, hear me out, you guys should rap about Runes Corner Thoughts?

Ars3lyn8/23/2017, 11:12:20 PM2 votes

would Ornn be able to abuse the summoner specialist with his passive? cause it not a consumable item. which in alot of can be abusing it if you think about it.