Runes Corner: Meteor Sneak Peek

Riotgregab·7/12/2017, 9:31:35 PM·1 votes·140,527 views

Hello! And welcome to another Runes Corner. I’m Riot Gregab from the team working on Runes Reforged and this week we’ve got a sneak peek of a new keystone we’re working on tentatively called Meteor. Check it out and let us know what you think down below!

http://i.imgur.com/HvXteg0.png

Meteor Damaging a champion with an ability hurls a meteor at their location. If the meteor hits them it deals bonus damage [40-100, based on your level +0.2AP and 0.2 bonus AD] Cooldown: 20 - 8 seconds

_(Note: all the specific numbers here are tentative and are likely to go through significant changes before launch.) _

Here’s what Meteor currently looks like in action:

http://i.imgur.com/3ugxkVY.gif

(Note, as usual, that these are temp vfx and not what it’ll look like at ship.)

When Syndra’s Dark Sphere hits Cassiopeia, the meteor fires off from Syndra’s position aimed at the spot where the sphere hit Cassio. Note the red circle that shows up on the ground after Dark Sphere hits.That’s an indicator showing where the meteor’s going to land, giving opponents an opportunity to dodge it. Plus, note the small orange sphere orbiting Syndra before she casts Dark Sphere. It indicates that Meteor is off cooldown and will fire with her next ability. Despite these warnings, Cassio stands still, allowing the meteor to hit her. If she’d walked away before it arrived she could have avoided its damage.

One excellent way to prevent your targets from walking out of the meteor’s path is to stop them from being able to move at all. This gives Meteor excellent synergy with CC abilities like Lux’s Light Binding.

http://i.imgur.com/3ePDVQ7.gif

Like Perxie, which we showed off before, Meteor is a Sorcery keystone. We’ll have more to say about the identities of the individual styles soon, but here’s the short version: Sorcery serves champions who want to enhance ability-based damage, especially AoE spells. Our motto for it is “unleash destruction”.

Let’s take a look at some similarities and differences between these two keystones to get a better idea how you might decide when to take one over the other. The first obvious difference is that Meteor does significantly more damage when it hits (40-100 based on level vs Perxie’s 10-40, plus lower AP and AD scaling ratios). That’s because Perxie is more consistent. It always hits its target while Meteor can be dodged. Also, Perxie sacrifices some raw damage for versatility. When you shield an ally with it, you give up its bonus damage until the pet returns. Whereas Meteor, on the other hand, is all damage.

One similarity between the two keystones it that they both play off of your positioning relative to enemies. However, each rune requires very different positioning to get the most out of them. Perxie asks you to move towards your target to get the pet back sooner and shorten the cooldown. When Perxie’s available it automatically hits enemies you damage, but to land Meteor, you have to position your spells with it in mind, placing them so it’s hard to dodge the flaming rock from the sky that follows.

I hope this quick post gave you a clearer idea of what a keystone can be and got you excited to try out Meteor. We’re looking forward to hearing your reactions. Who would you take this on? What cool synergies can you think of with it?

We’ll stick around in the comments to nerd out with you and answer any questions you might have. Thanks for reading!

For previous Rune’s Corner posts, check out: Rune’s Corner: Content Development Peek.

275 Comments

Berserknurple7/12/2017, 9:39:22 PM90 votes

I really like the concept, I'm just not sure how I feel about the visual of a big fireball. In my opinion at least, I'd prefer if rune effects didn't look so much like actual spells. Maybe if it was something more toned down but still visible, since I imagine you want clarity. Or maybe it could even be some kind of "eruption" ability, where it works exactly the same, just fire erupts from the ground after a delay rather than a projectile. To me that would be less clutter while still being clear.

But don't get me wrong I really love the way you guys are going about all the new runes. Huge step up from old system

Kallipolis7/12/2017, 10:14:41 PM67 votes

Personally, I'm not such a fan of ideas like these and Perxie. I think that's because I like to feel like the things I'm doing ingame are stemming directly from the champion I'm playing. That's cool to me, because each champion has distinct lore, visuals and gameplay, and I play champions that I like for those things. If a significant portion of your power and gameplay comes from something that isn't unique in that way, I feel it detracts from champion identity. If every champion midlaner is lobbing meteors, then it isn't special or unique or cool at all. And I'll be less interested in the choice between playing, say, Lux or Syndra, because whichever I pick I'll just be throwing the exact same meteor at people. This is doubly true for stuff like this that has a major visual effect, since inevitably they won't fit in with most champions' aesthetics, making the game seem more disjointed and discordant visually. Of course, this is already the case to some extent for summoner spells and keystone masteries, but I don't mind them too much because they have very long cooldowns (in the former case) and limited impact (in the latter case).

I have to say, I particularly dislike Perxie, mostly because of the way it seems mostly intended for supports. When I'm playing support, I usually feel like the champion I'm playing just isn't as awesome as all the other champions in the game, because I don't have nearly as much power and gameplay impact. In part, that's because a big element of playing support is warding and vision, and that doesn't really feel all that cool and doesn't make you feel like you're fulfilling some kind of champion fantasy. No-one's champion fantasy is buying a sightstone and throwing down wards, and no-one's fantasy can be that because all supports do that. I think this is part of why support is an unpopular position. For me, Perxie would make this even worse because I would feel like as a support, my job is to carry around wards and play taxi service for a magic cat, with my champion starting to feel secondary to that.

DeadUnborn7/12/2017, 10:37:02 PM35 votes

Honestly, I'm not particulary fond of these types of runes. The thematic disconect is too high for me. Why would, say, Thresh - a tormented spirit who wants to hurt people- have a cute little sidekick by his side? why would lux throw meteors? I understand from a gameplay mechanic perspective how the runes add value, but without the ability to add cosmetic changes to runes like this I would dislike how the may not adhere to a champion's thematic, even if the gameplay value of the rune is sound

warpenguin5557/12/2017, 9:57:21 PM11 votes

Malzahar ult and meteor throw.

"It can miss" XD

La Bello7/12/2017, 11:50:05 PM10 votes

honestly this is getting to be kinda immersion ruining ( Nami the water enchanter throwing fireballs at me when a bubble lands on me? ).

Like I can understand the more sensical bonuses like "bloodlust to heal off kills" and "going berserk for extra as" and the other hiddenstat boost like storm raiders but all these other SFX going off is getting really distracting

Soraka sending some little minion to attach to my model, Lux is going to be hurling meteors at me while Syndra shocks me with thunder? Whats next? Am I going to have to worry about Yasuo summoning a Tidal wave on me or Blitzcrank calling in a AC-130 strike on me from across the lane because thats a Keystone rune he took?

These abiltiies look to be way too confusing and seems too overwhelming to be going off in a chaotic teamfight. Honestly not a fan of this and would instead like to see more visually toned down runes like the ones we currently have . particles have much less visual noise and are easy to identify at a glance whos affected by what whereas whats being shown here looks like an entirely separate ability tacked onto models..

I understand you guys really want runes to stand out compared to the old runes and be impactful but I think theres a careful line between using runes to amplify your champion and using runes to upgrade your champion into something else entirely . Also as a side note this doesnt really seem to "augment" my champion in any way. Its just Thunderlordss all over again but with some counterplay tacked on.

I thought we were trying to move away from just "more damage" abilities and instead make abilities that really reward particular playstyles or out of the box strategies and thinking instead.

Bootleg Gay7/12/2017, 10:18:06 PM10 votes

Are you afraid that with Sorcery runes, you may end up cluttering the visuals of the game even more? In this type of game, a lot can happen in a span of half a second, and all the abilities flying around combined with the new special effect runes, especially ones with big visual effects like these, might really hinder the ability to read a teamfight or the like? Any concerns on clarity with these, or other runes?

mr Boombastic7877/13/2017, 7:32:54 PM4 votes

I like it, it will be doing the same kind of work as ludens echo so that would be a strong synergy. If you play some poke and burst Mage like Xerath it would be really nice.

My concern is that compared to a keystone as Beserk it will be really underpowered unless you give it a ton more damage. Berserk is not such an interactive keystone as this but still just gives so much power it makes this feel less awesome. Just my thought on it.

Also a sidenote I would like you to make the Ruined kings keystone function more like Grasp since it don't feel as tactical and interactive as Grasp

Great job on the runes reformed! I am soooo exited for preseason 8! :D

BleKz7/13/2017, 5:54:43 PM4 votes

Holly shit, sorry but it looks horrible...

InfernoKoala7/12/2017, 10:43:40 PM4 votes

How would this ability synergize with Karthus ulti? Would it fire on the nearest enemy? Does it fire on all the enemies? I guess this question applies with any AoE effect, but Karthus in particular interests me because the targets can be so far apart.

Angularsole67/13/2017, 9:30:10 PM3 votes

Really not a fan of where the game is going with these new runes. It's too much, just give me my AD quints or whatever and call it a day, obviously riot doesn't care about fan feedback, they always do what they want regardless of how many players express concerns to changes. But whatever, I'll just take another 6 month hiatus until the game is fixed again.

Metallmeister7/12/2017, 9:44:19 PM3 votes

[deleted]

Helmight7/12/2017, 11:14:30 PM3 votes

Is there any concern about having this many unique effects cluttering up teamfights? I can see teams with a couple of Meteors, a Perixie, and possibly another high-visual noise mastery really makings things hard to read.

Ozzie Storm7/12/2017, 10:18:33 PM2 votes

What happens if you hit multiple enemies at different locations simultaniously with let's say a Lux ult, what enemy get's prioritied to get meteoried and based on what?

Tormentula7/12/2017, 10:17:48 PM2 votes

Karthus

Please tell me it interacts the way we're both thinking.

Giani Georgian7/13/2017, 8:51:36 AM1 votes

First of all, could you use this keystone rune's icon (I know is tentative) to replace Miss Fortune's current E icon ? Looks clean and would definitely fit to her kit.

Secondly, the way this keystone rune works seems ok. Hope we'll see some of the old masteries and ketstones ported to the new rune system, examples: Thunderlord, Grasp of the Undying, Windspeaker (instead of Perxie, does what it currently does to allies, but deals bonus damage to enemies with a certain CD - 30 seconds to 12, based on level), Warlord and many more.

Abyssphere7/12/2017, 9:59:05 PM1 votes

Is this the Thunderlord's replacement? If so, what led you to favour this design over that of TLD?