Runes Corner: More Precision Runes

RiotRiot Reinboom·9/6/2017, 7:56:39 PM·1 votes·75,027 views

Hello! Welcome to this week's Rune Corner!

I'm Riot Reinboom, a Tech Game Designer on Runes Reforged. Today, I'm bring you a glimpse into the legendary Precision style.

WIP DISCLAIMER: Runes are in active development. This means that names, numbers, icons, game rules, or pretty much anything you can see can change before release. Of course, if there’s anything that you really like in particular make sure to call it out.

Today I'll be showing you the entirety of a Precision regular Runes slot, the "Legend" slot. To start here's Legend: Alacrity:

 Legend: Alacrity
http://i.imgur.com/bSZbBRv.pngGain 5% attack speed plus an additional 3% for every Legend stack (max 5).
 
Gain Legend stacks for every 30 points earned:
20 points for champion takedowns
20 points for epic monster takedowns
4 points for large monster kills
1 points for minion kills

All 3 runes in this slot share two qualities: Contrasting to many of the recent reveals, these runes offer a relatively straightforward stat. The legend mechanic.

Even within the context of stats, nuanced and interesting decisions can be made that drive two playstyles apart. Even in the old runes system, Quintessences showed some of this. The difference in a Jinx taking a bit of extra Attack Speed to harass more regularly or taking a bit more Life Steal to carry her into the mid game reveals two very different types of Jinx play. But not all stats carry this same level of contrast. There is a subtle difference for a Jinx when it comes to Lethality versus Attack Damage runes, but for most players these two just play out as a very subtle math optimization game, and most players will let a guide get them through.

For Runes Reforged, we want to capture the interesting stat decisions here without the ones that are more prone to being math problems. So, Attack Speed and Life Steal are good starts:

 Legend: Bloodline
http://i.imgur.com/nmw8wyf.pngGain 1% life steal for every Legend stack (max 5).

But what's with that Legend mechanic?

One of the largest issues we face with stats is what happens you start the game with a lot of it. Too much early Life Steal can make a lane drag on forever. Too little and it's just not very effective by the time mid game rolls around. Attack Speed can define jungle clear speeds, which means we could never offer enough to make it exciting elsewhere without making it mandatory for junglers.

Legend is our take on making these decisions fully enabled by mid game, while having relevance throughout most of laning phase. At the same time, they also offer a way to show off your strengths over your opponent and get rewarded for it, speaking to the skillful and precise play the Precision path highlights. And of course, by slowing opening them up, we give a chance for laners to adapt to some stats that would otherwise be a bit more hard countery.

 Legend: Tenacity
http://i.imgur.com/MBUHMr9.pngGain 3% tenacity plus an additional 5% for every Legend stack (max 5).

We'll be hanging out in the comments section for a while to answer questions. :)


You can check the previous Runes Corner posts here: Runes Corner: Runes Content Development Peek Runes Corner: Meteor Sneak Peek Runes Corner: Hunt of the Bloodmoon Sneak Peek Runes Corner: Domination Major Slot Sneak Peek Runes Corner: Stormlord's Mandate and Spellslinger's Surge Runes Corner: Guardian Soul Runes Corner: Summoner Specialist and Hextech Freezeray Runes Corner: Late-Game Focused Runes

212 Comments

ModCaptainMårvelous9/6/2017, 8:44:22 PM23 votes

Gain 3% tenacity plus an additional 5% for every Legend stack (max 5).

That's nice. Except it still does nothing against the massive amount of displacements in league. An average team comp these days has far more displacements and slows than hard CC in the form of stuns/snares/roots.

Until tenacity does something with displacements, it's going to be a pretty bad stat.

Rathar Dashing9/6/2017, 8:03:00 PM9 votes

28% Tenacity

uwu onii chan9/7/2017, 6:41:33 AM7 votes

Can you make a rune that is able to give you an extra slot where you can put a control ward? It sucks that you have completed items and can't buy control wards for extra vision.

ModThe Djinn9/6/2017, 11:44:00 PM6 votes

Out of curiosity, is there a reason you opted to make Bloodline provide Lifesteal instead of something like flat healing? I mainly ask because the percentage is small for a stat that isn't super noticeable in small quantities (5% lifesteal compared to, say, the 20% attack speed or 28% tenacity the others can give) and it's tied to a state that requires serious AD investment to see a benefit from.

I get the inherent power in Lifesteal, but I can't help but wonder if a flat value (or even a larger flat value that procs every X attacks or so) would make this rune more appealing (and more noticeable) on more characters.

jwebb01139/6/2017, 8:01:54 PM6 votes

just a random question...

have the people at RIOT considered balancing the items and champs , game around not having runes at all ?

cuz this new rune system just seems so gimmicky

people will still find the most optimal build/rune set up for each champ or class of champs and stick to those just as they do with the new system.

Aldwyn479/6/2017, 10:47:12 PM5 votes

Hello,

I'm a EUW player who has been active for a long time (ever since S3). Competitively speaking I peaked at Diamond III during seasons 4 through 7. I'm writing this post because I wish to contribute with my own general feedback on both the new Runes System as a whole and on each individual rune revealed so far in order to provide constructive input to help future balancing. I apologize in advance because this is gonna be a very long post: it would have actually been a lot better if I had taken the time to review each one of the new Runes as they got progressively revealed but since I didn't bother doing so earlier I'm now left with no choice but to make one single giant post about them all. I also failed to find a general thread that would be fit for my post so I thought the best way to make sure Riot would notice it was to simply add it as a reply below the newest revealed set of Runes. I would also like to add that I'm perfectly aware the numbers are totally temporary and will likely change before the release of the new system. Nevertheless, I will still reference them a lot in order to give clues as to whether in my opinion a certain rune is looking potentially too strong or too weak. Below follows my own personal review of each rune revealed so far, let me know if my feedback can be of any help.

BERSERK: I find this to be too strong. A 60% attack speed steroid that lasts up to 10 seconds is simply too much. None of the other offense oriented Keystones provide a damage boost that is even remotey comparable to this one, let alone those have significant cooldowns too (i.e. 50 seconds for Stormlord Mandate, 180 for Hunt of the blood moon). This rune needs to be either toned down or have a significant cooldown added to it (except at that point it would feel very uncomfortable to use as it would randomly trigger even when you don't want it to). Either way, upon triggering this Rune still grants an Attack Speed bonus worth 1500 gold which is why I would simply suggest tuning its numbers down. A lot. I otherwise like the presence of a tool that allows players to invest and capitalize in sustained damage (whereas Stormlord Mandate and Hunt of the blood moon are the burst damage related alternatives).

PERXIE: The Keystone's mechanic implies it's pretty much for enchanters only. I think it's somewhat ok but at the same time kind of mediocre: what I dislike the most is that enchanters focused heavily on defense (Janna/Soraka) will make little use of the damage component of this Keystone (since damage is kind of useless on them anyway), whereas those that can exploit both effects (Lulu, Nami, others) are gonna be penalized by Perxie's internal cooldown (Nami's W can either give a bonus shield or extra damage but not both things). The rune's cooldown will in my opinion ultimately dictate how satisfying this Keystone feels to use (I will admit I haven't pictured clearly enough Perxie's return pattern just yet).

OVERHEAL: I feel this rune is a bit wasted for a Major slot because few champions can consistently use it unless it works with regular HP regen as well. Even if I have Soraka on my team I'd be forced to constantly roam to bot lane to receive my shield, not to mention since the shield scales off my total HP it becomes worth picking only if I'm a tank. I feel a few champions such as Vladimir and Mundo are gonna capitalize a lot on it while most champions shouldn't even remotely consider picking it, which feels kinda unfair and unhealthy design wise. My suggestion would be to downgrade it from Major slot and tune it down a little bit in return.

ZOMBIE WARD: The concept behind this rune is very interesting but the fact the Zombie ward is visible kinda ruins it: as a support main myself I can tell a support that is losing will make little use of this Rune because the lack of map control implies the enemy team will likely spot and kill the visible ward very soon. On the other hand, a support that is already winning usually has no problem keeping vision control around the enemy rotations with the three regular wards he gets from sightstone because of the limited area of influence the enemy has left. Either that, or what he may otherwise want is to buy pink wards to set up picks. In general I feel the only time this Rune can be useful is when map control is kind of even, which also implies Junlgers are likely better candidates to capitalize on it rather than supports (using the Red sweeper and the Scrying bloom for vision control in the early game). Once again, what I dislike the most is the "Major" status of this Rune as I fear players may not pick it because doing so would prevent them from accessing more powerful alternatives.

OVERCHARGER: Nothing wrong with this one, 10% CDR is quite powerful but the rune has a scaling component that accounts for that. I also like the bonus quality of life buff that allows people to overcap CDR without suffering negative consequences. Most champions would make good use of it, which makes it a healthy alternative ultimately picked according to playing style and personal preferences rather than whether a champion can make good use of it or not. Fully stacked, this Rune has a gold value of only 247g (excluding the overcap bonus) but the fact CDR is too hard to access for some champions and too easy to access for others kinda makes up for it.

ESSENCE THIEF: The concept is really cool but the rune needs absolutely a Max HP cap. Farm oriented champions like to spend a lot of time either laning or pushing side lanes, meaning they will easily be able to stack up to 300 HP by the 30 minute mark. Given Strength of the Ages was removed for its sheer power as it forced people to pick it simply to make up for the fact the enemy jungler was picking it first, I would suggest adding a Max HP cap set at something like 200 HP to prevent people from growing too strong in the long run and make other players feel a bit better upon opting for something else. Either that or upgrade the Rune to Major to allow access only to those willing to make a serious investment in sturdiness. This Rune has a gold value of 267g for each 100 HP stacked, with virtually no limit to it.

DON'T PANIC: Not much to say about this one, in general it's just a slightly weaker version of an already tested Keystone Mastery (Windspeaker's blessing). The power reduction accounts for the minor status compared to the Keystone status of windspeaker, meaning the rune should be pretty balanced. I like the fact it allows players to invest in expressing a specific aspect of their gameplay pattern (in this case healing allies), I don't like the fact only enchanters/healers would consider picking this Rune. But then again, not everyone needs to like every rune as long as each individual champion finds enticing a significant amount of them (ensuring they always have a wide spectrum of choices to customize their playing style).

PANIC: In theory the Rune could have some very interesting uses on champions such as Tahm Kench but as long as you're forced to choose between Essence Thief or this one I don't feel this one is ever gonna see much use. Nothing wrong with the concept though, it provides benefits that are difficult to obtain with other means and that really shine in some very particular situations, effectively rewarding a very specific gameplay choice.

BLOODLUST: I don't feel very excited about this Rune because the moments its effects become tangible are very limited. Even right now whenever I find myself picking the Dangerous Game mastery I get the clear feeling I'm investing in a mediocre tool that will repay itself only at limited times whereas something like Don't Panic/Windspeaker allows for a more broadly and consistently impactful expression of my gameplan. Then again, I never played any of the reset oriented champions that would benefit the most from this rune (such as Katarina or Akali) so my judgement is probably biased. I feel few champions would really feel significantly happy picking this mastery but since it's a minor one I can close an eye on that. Some tanks would possibly feel good about it too (thinking again about Vlad and Mundo).

RUINED KING'S TRIBUTE: Aside from the scaling component added to the healing this is pretty much exactly like the Grasp of the undying Keystone. Balance wise this is obviously ok when we consider the single Rune itself because the Keystone already exists and doesn't create problems in its current state. Speaking more generally though, if the idea is to keep the Keystones' power level around the one they currently have, then there are definitely some anomalies to look at (i.e. Berserk being too strong, Stormlord Mandate possibly too weak).

PERFECTIONIST: I don't like this Rune at all because I feel it conceptually contradicts itself. It provides a boost in early game firepower that rewards the most those who want to trade actively and bully their opponent, however a heavy trading pattern implies more often than not trading some of your own HP and dropping below the 80% threshold as a result. Once again I feel only champions that rely heavily on self-sustain could make good use of this Rune, not to mention that while the rune itself has a gold value of 420-490, AP and AD are generally stats that are relatively easy to access even on first back, effectively making this Rune not enticing given how the new system will allow players to have only six Runes in total. At the very least I think the threshold should be lowered to 50% to allow the lane bullies who may want to pick this Rune the room for more risky plays.

(Part 1 of 3, continues...)

Report for Wuju9/6/2017, 8:02:59 PM5 votes

Will spellvamp still be an option ? Or do you completely remove it with this preseason ?

Galiö9/6/2017, 8:03:21 PM5 votes

More stacking stuff... i dont like... i found nasus and veigar champs that are obnoxious just for potential. And now anyone who takes this can be annoying. Except attack speed is capped

Nevermind misread. Didnt see cap. Im moving on now lol

Ahristocats9/6/2017, 8:11:21 PM5 votes

IMO legend:bloodline should give omnivamp instead of lifesteal

Shinimasen9/6/2017, 8:22:22 PM3 votes

@RiotReinboom Hi!

Great work, one of my concerns is, all of this "stack" mechanics are actually displayed in-game? So you can keep those on check during the game or not? In the actual system many "stacking" effect aren't displayed during the game for "declutter the UI" BUT this is a big key factor for understand "how many stats" i have during the game and when i hit my "objective" and have a clear vision on my strenght.

I hope you will dedicate a Dev Corner for show us the UI work on the new Runes system because in many iteration of new systems Riot "forget" how much the UI experience is relevant for the players.

Thanks for the reply :D

Dope Solo9/7/2017, 3:14:32 AM3 votes

Cool story. How long before you fix Yasuo ? Weeks not months? Months not years?

Spideraxe9/6/2017, 8:01:25 PM2 votes

Very interesting runes Reinboom, will we see any ranged/melee differences that have historically been applied to sustain stuff