Runes Corner: Hunt of the Blood Moon Sneak Peek

RiotRiot Stashu·7/19/2017, 9:00:35 PM·1 votes·136,484 views

Hey all! Welcome to another Runes Corner, this time brought to you by Riot Stashu. This week, I’m here to preview of a new keystone rune, Hunt of the Blood Moon (temp name)!

I’ll get into the details in just a sec, but first, a bit of a primer on the high-level direction for this rune:

Hunt of the Blood Moon comes from the path of Domination (also temp name) -- a style geared towards snowballing a lead by hunting down and taking out priority targets with a burst of damage. When designing the suite of three domination keystones, we wanted each one to highlight a different one of these three defining Domination aspects (‘snowball,’ ‘hunt,’ and ‘burst’). Hunt of the Blood Moon focuses on the ‘hunt’ aspect of the style, while its neighbors excel at the other two (stay tuned for more info on those!).

So without further ado, here is Hunt of the Blood Moon:


                                          http://i.imgur.com/gG7flg8.png

Enchants your boots with the active effect 'Blood Moon's Call.'

Channel for 3 seconds to activate Blood Moon's Call. Gain 35% movement speed for 15 seconds. Damaging attacks or abilities end Blood Moon's Call, dealing 60 - 140 based on level (+0.2 bonus AD)(+0.3 AP) bonus damage.

Cooldown: 180 seconds. Starts the game on cooldown and goes on cooldown if damaged or interrupted while channeling. http://i.imgur.com/bZCoxUA.gifv (Typical W.I.P. note here: numbers are tentative and likely to change before release. Temp icon courtesy of Warwick W.)


So there you have it: a high cooldown, long duration haste with a touch of damage all neatly packed into whatever boots you’re currently wearing (apologies, Cassiopeia). This rune/item combo works a lot like Edge of Night: a cast-while-moving channel that’s easily interrupted, so it is best used while out of combat. This mechanism is to solidify it as a ‘hunt’ rune, instead of an in-combat dodging or burst rune.

You can cover some SERIOUS ground with this thing active (15s of a 35% haste!), which can be difficult for opponents to account for, so while the hunt is on some sound and visual effects (think Warwick W) will play on enemies within about a screen’s range of you. The effect will be on cooldown until 180 seconds into the game, partly to sidestep some potentially degenerate level one shenanigans, but also to enable junglers to take this keystone and start with a jungle item without feeling like they’re missing out on too much. Laners can still opt to start boots, but will have to lane for a few minutes before going out on their first hunt.

With that all said, you may be wondering how we got to putting an active effect on boots. It’s a bit of a story, so gather ‘round and listen up for some Rune history:

‘Hunting power’ generally means ‘power to impact other lanes,’ and in League of Legends, that can be very oppressive. So, starting from early on in development, we knew we had to limit the frequency of this sort of rune. Early attempted iterations included: requiring a number of unique champion takedowns before getting access to it, swapping or augmenting one of your summoner spells to it, and lastly, putting it on a fixed global timer that automatically activated the hunt for all with the rune every 5 minutes.

That last one (fixed timer) had some real promise, but it would activate at useless times (while dead) and often pressured the user into using it at all costs, leading to some questionable tower dives. While this was its own sort of fun, it became apparent that we had to put more agency in the players’s hands. We experimented with many triggers to let the player choose when to use it (both here and in other runes), but to little success - nothing quite felt as satisfying or natural as pressing a button. Part of the struggle here was our desire to hook into existing systems rather than layering on new runes-specific buttons (a slippery slope of complexity). So, when someone suggested adding an active to the item that almost every champion buys, we had to try it. It was an immediate hit and got us what we wanted - hunt power, a long cooldown, and an intentional trigger. We have some worries and are playing close attention to negative side effects (such as sheer number of active items, especially on supports), but it looks like active boots will be here to stay!

Now that we have some Keystones out there (Meteor, Perxie etc), hopefully the system is starting to take shape for you. We’ll be around to answer questions and meme, so let us know what you think of this latest rune!


You can check the previous Runes Corner posts here: Runes Corner: Runes Content Development Peek Runes Corner: Meteor Sneak Peek

302 Comments

ModThe Djinn7/19/2017, 9:15:08 PM35 votes

Nice! I'm both excited and terrified of the power we see here, and I hope the other Keystones are this level of impactful -- this one feels far more engaging than the meteor previewed previously because there's more control and more conscious decision-making required.

Two related design questions for you, if you have a moment!


#1 -- Why do you feel it's worth using a boots active for this particular design space? To me that feels like it cuts out a lot of possibilities in the future, as now the ONLY things you can put on boots actives are Keystone Masteries, as otherwise it would create impossible complexities with this item. To me that feels like a potentially wasted opportunity since, as you said, there's a lot of exciting stuff you can do by hooking a feature up to an item everyone buys (or through a return to the boots enchantment style we saw before, which it seems something like this would be awesome for).

In short, what made you decide the benefit here was worth effectively locking that design space to Keystone Masteries for good (or for as long as the ability exists)?

Because personally I'd be wondering if a Kindred-style interface for abilities like this might be a better fix, since it leaves the boots slot open and abilities like this will rarely be instant-cast in combat simply due to their warm-up time. Having to mouse over to an icon or menu of some sort for this seems like about the ONLY time a solution like that wouldn't feel super clunky. I get that there are numerous downsides to that (would have to do more analysis on how much time/effort/attention it takes to use), but it could open up a UI option for future effects (Rift Herald summoning, etc) that aren't in-combat usage, while also preserving the design space. Bonus points: Cassiopeia could still use it.

Or, heck, a second button for a "functionality" wheel that acts like the ping wheel but with items on it. Sort of like the weapon selection menu in a lot of FPSs. Again, would have to do some thinking on where/how to implement that, but it would be speedy for things like this and, again, open up space for other abilities in the future as well.

#2 -- Since we now will have two forms of "channel-while-moving," could we get a specific differentiation between the two (or more) types? It seems we have a few forms that all follow different rules, and it's not living up to the clarity that most of League's rules have.

As is, I see the following types:

  • Stationary, damage or CC interrupts (Recall)
  • Stationary, only CC interrupts (Teleport, Fiddlesticks, etc)
  • Mobile, damage or CC interrupts (Edge of Night, Hunt of the Blood Moon)
  • Mobile, only CC interrupts (not present in the game, but an interesting design space for the future, possibly for something like an AoE effect)*

*Edit: As others have mentioned, this effect does exist in things like Varus and Xerath. My brain was just off.

It would be nice to have a better way to differentiate these effects (especially if the fourth type is ever used on a champion or item), even if only the static and mobile types were differently named, and the damage breaking effect were specified each time.

Thoughts?

Joseph Gladstone7/19/2017, 9:04:40 PM26 votes

no

Drunk Tsundere7/19/2017, 9:13:44 PM19 votes

I can't wait to take this on Quinn with Mobility Boots rush.

disappear from enemy vision for 2 seconds. They think "I'm gonna ping mia". Too late kid, I'm already ganking bot.

Kyunsei7/19/2017, 9:06:50 PM8 votes

Welcome to league of Jungle easy peasy gank.

Hellioning7/19/2017, 9:33:32 PM6 votes

Is one of the new keystones going to be 'prevent the stupidly mobile champions from killing your squishy, unable to move faster than 375 mage'? Cause I kind of want that.

Yandere Yandere7/19/2017, 9:12:32 PM6 votes

Hunting? Name it Stalking and we have a deal.

Shíny7/19/2017, 9:36:58 PM6 votes

This will be pretty cool on kayn, opens up a lot of gank paths with his shadow walk.

(Also psh giving credit to the WW icon but no love to the recoloured Rakan particles? )

Solari Fortune7/19/2017, 9:22:19 PM5 votes

Hecarim Hunt of the Blood Moon Homeguards summoner 6 item 3117 Zilean speed up welp time to nuke someone

EkkoStoleMyBard7/19/2017, 10:54:06 PM2 votes

Nice Keystone! But i have 1 question about the overall new runes system what happens with items in pre-season because when this coming out their are no basestats form runes anymore. You going to buff items like doran's , machette's, hunters talisman etc. or you going buff all the base stats? I like always changes to items and how they gonna be in the game after it :p

PS: My english is stupid bad because im Dutch :^)

big boi edri7/19/2017, 9:21:39 PM1 votes

This may have been answered already, but is this like a keystone? I.E. you get this rune and you can't have the meteor rune?

Penns7/19/2017, 9:37:36 PM1 votes

Moly 15 seconds, cd is high too tho. Enchanting boots with an active effect sounds interesting, but what about very late game games where you would want to sell them for a 6th item? :o

Spideraxe7/19/2017, 9:06:03 PM1 votes

Hey Stashu this is awesome, new question, do you have any thoughts on if this may increase active item burden And I just saw the Eve in Champion Roadmap, you and your team are doing cool stuff with her

Original question was on Cassi