New Runes concepts

C9 Squeeky ··3 votes·817 views
  • Inspiration: Trinkets last 30s longer & vision range increased by 100 (blue/yellow), Sweeper last 5s longer , increased radius by 100.

Reason: Vision & vision denail is valuable. Tracker's Knife is removed, sightstone is tied to support quest (which can be delayed if the support roams) so there is more Fog of War, for better or worse. This provides extra vision without breaking the vision game. Every rune has (should have) an opportunity cost so this shouldn't be overpowered.

  • Inspiration: Every time an enemy uses a dash or blink, gain X (either flat or %) movespeed.

Reason: Very helpful for juggernauts getting kited by Kalista Lucian etc.

  • Inspiration/Sorcery: Increase the effectiveness of red/blue buff by 15% and duration by 30-60s (based on level)

Reason: Provide more value and incentive to stealing enemy buffs and encourage more fighting/PvP

  • Precision/Resolve: Avenger - Fallen nearby ally champions empower you, granting 8AD/12AP each for 10s. Alternatively as a Resolve rune, perhaps it can grant bonus AR/MR. Range: 1000 (tentative). The former (precision) was inspired by the "Become a Legend" and "improved attacks and sustained damage". Resolve's "Live Forever" speaks for itself.

Reason: I thought it was a cool unique "window of opportunity" where it only procs under certain condition (dying nearby ally champs). Trying to avenge your fallen team members, like a reversed Triumph rune.

  • Precision/Domination: Takedowns grant 7% AS. I couldn't decide whether to make it permanent stacks like the "Hunter" runes in Domination for each unique takedown, or if it should only give temporary AS for X seconds for teamfights (basically Jinx passive, but synergizes better with her). The Former could be appealing to AP champions like Diana and the latter for Azir and other champs that value AS like MasterYi Tryndamere Trundle etc.

Reason: Provide attack speed without having to use Precision Tree. Appealing to old Fervor users.

I don't know which row to put any of these in other than the "Hunter" row for the Domination rune, I just wanted to think of new rune concepts.

15 Comments

k wìx2 votes

{quoted}

  • Inspiration: Trinkets last 30s longer & vision range increased by 100 (blue/yellow), Sweeper last 5s longer , increased radius by 100.

Reason: Vision & vision denail is valuable. Tracker's Knife is removed, sightstone is tied to support quest (which can be delayed if the support roams) so there is more Fog of War, for better or worse. This provides extra vision without breaking the vision game. Every rune has (should have) an opportunity cost so this shouldn't be overpowered.

I'm lovin' it. As a plat support main, I'd seriously consider taking this. I think instead of 'Trinkets last 30s longer' .. You could simplify it by just reducing the cooldown of all trinkets by a significant amount, like 30%. Also: Is this a keystone or a regular rune? Not sure how I feel about balance because of that.

  • Inspiration: Every time an enemy uses a dash or blink, gain X (either flat or %) movespeed.

Reason: Very helpful for juggernauts getting kited by Kalista Lucian etc.

Pretty awesome. Potentially busted. I think it might be a bit too OP as it undermines the core value of movespeed. Would have to be extremely careful with this balance wise. You'd want to find a way to make it LESS powerful on ranged champions.

  • Inspiration/Sorcery: Increase the effectiveness of red/blue buff by 15% and duration by 30-60s (based on level)

Reason: Provide more value and incentive to stealing enemy buffs and encourage more fighting/PvP

I'd probably never take this. Too situational. Would be super powerful and meta-breaking in pro-play, though. I'd like to see something that gives a smaller, permanent buff each time you take a red / blue buff. (Like, each time you gain a blue buff, you permanently gain 3 AP and 20 mana or something to that effect.

  • Precision/Resolve: Avenger - Fallen nearby ally champions empower you, granting 8AD/12AP each for 10s. Alternatively as a Resolve rune, perhaps it can grant bonus AR/MR. Range: 1000 (tentative). The former (precision) was inspired by the "Become a Legend" and "improved attacks and sustained damage". Resolve's "Live Forever" speaks for itself.

Reason: I thought it was a cool unique "window of opportunity" where it's only procs under certain condition (dying nearby ally champs). Trying to avenge your fallen team members, like a reversed Triumph rune.

I think it belongs in the Precision tree, and I love the concept.

  • Precision/Domination: Takedowns grant 7% AS. I couldn't decide whether to make it permanent stacks like the "Hunter" runes in Domination for each unique takedown, or if it should only give temporary AS for X seconds for teamfights (basically Jinx passive, but synergizes better with her). The Former could be appealing to AP champions like Diana and the latter for Azir and other champs that value AS like MasterYi Tryndamere Trundle etc.

Reason: Provide attack speed without having to use Precision Tree. Appealing to old Fervor users.

I don't know which row to put any of these in other than the "Hunter" row for the Domination rune, I just wanted to think of new rune concepts.

Nervous about balance. Again, is this a keystone or a rune?

C9 Squeeky 1 votes

I only had normal runes in mind unless they are powerful enough to be considered to compete for a Keystone slot. Numbers can always change for balance, I just went a lil high to try to make them more attractive. Thank you for your input :3

jocomotion2 votes

Vision/ward mastery Add it to the game immediately. A minor rune that sacrifices offensive stats for more effective vision usage is an AMAZING idea. And while I don't think most classes will use it to its fullest potential, every class can viably use it, which is an attribute I like about the inspiration tree.

Dash master I'm not as fond of this one TBH. It's not bad, but it's what I'd like to call a 'flat buff' mastery which is something I usually don't like. it also punishes enemies for doing what they're supposed to do rather than rewarding players for doing the right thing. Plus we've got approach velocity which does do what I just said (if you slow/CC them you get speedy rather than just getting MS for free).

Buff mastery I don't hate this one, but I don't like it either. It's just pretty bland. I think you could take this idea and go further with it.

Avenger Another one I love. I can Imagine this on someone like Darius who's already punishing if he's stayed in the fight for a long time, just chopping down people left and right. I can also see the opposite kind of rune (maybe like adrenaline or something) Where you gain offensive/defensive stats for 10 seconds after killing an enemy champion, stacking until the buff runs out.

attack speed steroid Not sure on this one honestly. I agree that we could use attack speed on other trees, but I think that It should mostly be tailored to Precision. I'd avoid permanent attack speed gain though. It's not like Health or AD, which stack additive. Getting more attack speed means more usage out of AD, Movespeed (kiting), and On hit effects as well.

Bootleg Gay1 votes

I've got a small list of my own, I'll come back to this post after work to add mine.

C9 Squeeky 1 votes

Looking forward to it!

Bootleg Gay2 votes

New Runes

Precision

2nd Tree- Legend: Exactitude -Gain 5% Critical strike chance, plus 1.5% for every Legend stack you earn. Max 20%. (Currently no crit chance in the runes.)

3rd Tree- Exposure -Dealing damage to a champion marks them. Allies deal 2% bonus true damage to marked targets.

Domination

1st Tree- Second Strike -Basic attacks mark enemy champions, and after a 3 second delay, deals bonus adaptive damage equal to 5% of their missing health. 45s Cooldown.

2nd Tree- Eternity Lense -The first ward you place becomes a permanent fixture, granting basic vision for the rest of the game. Enemies can destroy the ward, but it will rebuild itself over time. You get another lense at level 9. (Could go to Inspiration too.)

Sorcery

Keystone- Melting Point -Casting spells grants charges of Intensity. Once at max (10), the next non-targeted spell will deal bonus damage over 4 seconds to all enemies hit. (30-180+ 20% Bonus AD+ 20% AP) Adaptive.

1st Tree- Imperial Locket -Basic attacks deal bonus magic damage equal to 7% of your ability power or 1% of your bonus health, adaptive with whichever is greater.

Resolve

1st Tree- Greenfather’s Gift -After entering Brush, deal bonus adaptive damage with your next attack or ability equal to 4% of max health to the first target hit. 6s Cooldown. (Could go in Domination too.)

1st Tree- Undaunting -Gain 120 health immediately, but deal 12% less damage to enemy champions until 12 minutes have passed. (Old Celestial Body)

2nd Tree- Brace For It -When immobilized, gain a shield that reduces damage dealt to you by 15% for the duration. 20s Cooldown.

Inspiration

Keystone- Cosmic Connections {I've tried this in 5 variations, but I gotta find the other files. Think of it like a game of Connect The Dots, where each dot grants bonuses so long as your teammates coordinate well. Supposed to be great for duo lanes.}

-Your first basic attack marks enemy champions for 3 seconds and deals 1% of their maximum health in adaptive damage once.

Allied basic attacks then refresh the mark, and deal an additional 1% maximum health in adaptive damage. This effect stacks and refreshes infinitely as long as a unique champion hits the initial target. An enemy champion becomes immune to this effect for a while after the mark has not been reactivated by a unique ally in the allotted time.

2nd Tree- Runner Up -Gain a burst of movement speed when enemies and allies near you use a blink or dash. (12-20% for 1.5s) Half effect when you use one. (Surprisingly similar to your idea. The main reason I wanted to share these.)

2nd Tree- Energetic Shuffling (Don't ask me about the name, just need a place holder until I find something legit.)

-Gain bonus movement speed based on your ability power or attack damage. 1 flat MS per 25 Ability Power or 16 Attack Damage. (Inverted Celerity?)

3rd Tree- Spell Paradox -When you kill a champion with a basic ability, the ability’s cooldown is refreshed by 50%.

C9 Squeeky 1 votes

Wow your ideas are great! They put mine to shame lol. I really hope Riot sees these & try to implement them! I love brain-storming!

Bootleg Gay1 votes

Awe, thanks for the kind words! I dabble in gameplay design ( Though I'm obviously not in the team), and champion concepts are my favorite, so this makes me feel really good about my design spaces for simple runes.

Bootleg Gay1 votes

Awe, thanks for the kind words! I dabble in gameplay design ( Though I'm obviously not in the team), and champion concepts are my favorite, so this makes me feel really good about my design spaces for simple runes.

C9 Squeeky 1 votes

Hi, I wanted to give more input & thoughts, because it's obvious you put some serious time & thinking into all of these.

[{quoted}](name=One Best Gay,realm=NA,application-id=3ErqAdtq,discussion-id=2mp7vW2V,comment-id=000100000000,timestamp=2018-03-18T00:32:49.553+0000)

New Runes

Precision

2nd Tree- Legend: Exactitude -Gain 5% Critical strike chance, plus 1.5% for every Legend stack you earn. Max 20%. (Currently no crit chance in the runes.)

I like the idea of adding more options/decisions, I just concerned (especially how everybody is saying botlane is too powerful) about early access to crit, given the nature of crit 200% damage. It would make 100% crit available late-game with IE + 2 zeal items as opposed to 3 zeal items. Early game crits can be frustrating, if not broken, for trades/all-ins.

3rd Tree- Exposure -Dealing damage to a champion marks them. Allies deal 2% bonus true damage to marked targets.

ooh true damage. That's big. I assume the mark has a timer and cd? Sounds kinda like PtA but obviously a smaller number but true dmg. I like that it's powerful only because it only affects your allies.

Domination

1st Tree- Second Strike -Basic attacks mark enemy champions, and after a 3 second delay, deals bonus adaptive damage equal to 5% of their missing health. 45s Cooldown.

This I like a lot and the name is perfect. Maybe because I like Zed (ult). A very Domination-esque rune :P I think the long CD also makes this rune balanced.

2nd Tree- Eternity Lense -The first ward you place becomes a permanent fixture, granting basic vision for the rest of the game. Enemies can destroy the ward, but it will rebuild itself over time. You get another lense at level 9. (Could go to Inspiration too.)

I can see this being a problem in pro-play lol. I guess it would depend on how long it takes to rebuild itself over time. The first ward could very well be in the Baron Pit, even if it's not optimal as the very first warding spot to try to find the jungler.

Sorcery

Keystone- Melting Point -Casting spells grants charges of Intensity. Once at max (10), the next non-targeted spell will deal bonus damage over 4 seconds to all enemies hit. (30-180+ 20% Bonus AD+ 20% AP) Adaptive.

This is really cool. A keystone that caters to skillshots/AoE spells. Obviously some champs won't like this which is OK, not every rune is supposed to be optimal for every champion. The fact that you have to charge up stacks for a good payoff makes this balanced, as opposed to Comet/Aery which have much shorter CDs and don't require you to spend as much mana (if a mana user takes this). I could actually see Vladimir taking this solely for teamfighting.

1st Tree- Imperial Locket -Basic attacks deal bonus magic damage equal to 7% of your ability power or 1% of your bonus health, adaptive with whichever is greater.

Yes! Finally an AS rune for AP users (or tanks). AP Kaisa , Azir , Diana & TahmKench (and more) would love this!

Resolve

1st Tree- Greenfather’s Gift -After entering Brush, deal bonus adaptive damage with your next attack or ability equal to 4% of max health to the first target hit. 6s Cooldown. (Could go in Domination too.)

I couldn't tell you which tree/row any rune belongs but I like ones like these where they are situationally powerful.

1st Tree- Undaunting -Gain 120 health immediately, but deal 12% less damage to enemy champions until 12 minutes have passed. (Old Celestial Body)

Not bad but I feel like Celestial Body wasn't taken/removed for a reason, especially with the new Chrysallis rune coming out in just a few days in 8.6 that gives 60hp w/o any curse effect.

2nd Tree- Brace For It -When immobilized, gain a shield that reduces damage dealt to you by 15% for the duration. 20s Cooldown.

This is the kind of Resolve rune I've been trying to think of. CD may need to be higher, could be too good with Bone Plating. But I like that it's only for the duration so maybe the CD is fine.

Inspiration

Keystone- Cosmic Connections {I've tried this in 5 variations, but I gotta find the other files. Think of it like a game of Connect The Dots, where each dot grants bonuses so long as your teammates coordinate well. Supposed to be great for duo lanes.}

-Your first basic attack marks enemy champions for 3 seconds and deals 1% of their maximum health in adaptive damage once.

Allied basic attacks then refresh the mark, and deal an additional 1% maximum health in adaptive damage. This effect stacks and refreshes infinitely as long as a unique champion hits the initial target. An enemy champion becomes immune to this effect for a while after the mark has not been reactivated by a unique ally in the allotted time.

Sounds really strong with the infinite stacking.

2nd Tree- Runner Up -Gain a burst of movement speed when enemies and allies near you use a blink or dash. (12-20% for 1.5s) Half effect when you use one. (Surprisingly similar to your idea. The main reason I wanted to share these.)

Great minds think alike ;)

2nd Tree- Energetic Shuffling (Don't ask me about the name, just need a place holder until I find something legit.)

-Gain bonus movement speed based on your ability power or attack damage. 1 flat MS per 25 Ability Power or 16 Attack Damage. (Inverted Celerity?)

Also pretty interesting! A rune that progressive makes you stronger (utility-wise).

3rd Tree- Spell Paradox -When you kill a champion with a basic ability, the ability’s cooldown is refreshed by 50%.

Also interesting. Not broken since it will only work on a certain ability, which can make some great highlight plays. I guess it doesn't do anything if you kill with a basic attack?

As I said before, these show promise and I hope Riot at least reads these and do internal playtest with these. We may never know unless they become a thing ;)

Bootleg Gay1 votes

A fun side note, Eternity Lense was a scrapped passive for a support design I had! Yes, pro play would probably give it a huge crutch, but the use it has isn't so infinite; normal players also have access to the map and being aware of it is usually a key factor of the game.

That being said, of course all numbers here aren't as realistic as possible, but I tried to give some kind of value to each one.

I'll try to find the other versions of the Inspiration Keystone I did. Connect the dots is still the component lol.

jocomotion2 votes

You sir are amazing. I love almost all of these Ideas and the ones I don't love I still think are clever. Exactitude: I've seen a lot of people come up with runes that effect crit chance. This is one out of the only two I don't think would break the game. Good

Exposre: A good tank-busting rune Idea, I think it should be in either resolve or inspiration if it only works on ally attacks though. Also be careful with how it works with DOT abilities and I think it'd be amazing.

Second strike: Nothing to say here, not my favorite but for the first time I don't think I have any ideas to improve on it. Pretty good all around

Eternity lease: I love this idea, but let me just say one thing to make it more balanced for junglers. Instead of having a regenerating ward super early in the game that can't be moved, have a regenerating ward that activates at a certain time in the game, that can be moved but only if you move to the spot it was originally in, so say if you put it in dragon pit when you get it, but want to move it to barron, you collect it, and move it yourself. I think it'd indirectly nerf junglers too much if you started with this ward early game.

Melting point: Amazing keystone for champions who constantly use spells to fight rather than relying on burst/poke, nothing to say.

Imperial locket: I'd probably only have the extra magic damage work on minions/monsters but also buff the AP ratio, but that's honestly just my opinion, not sure if it'd be less balanced or more, but I do like this idea.

Greenfathers gift: YES!

Undaunting: I never really liked celestial body, thought it was too bland not going to lie.

Brace for it: Probably my favorite rune you've come up with. Something that would be a viable choice for a majority of the champions in league without being too powerful either.

Cosmic connections: I'm... confused idk what this means, not trying to be rude but I can't understand what this does. I don't get the connect the dots thing you're trying to bring up.

Runner up: Yet another great Idea that I think should replace approach velocity.

Energetic shuffling: So it's like a backwards celerity, Honestly this is the only one that you thought of that I don't think I like too much, most high AD/AP champs should be slow imo so if you can gapclose on them its punishing.

Spell paradox: OOOOHHH I like that! I can imagine it not being too overpowered either since there would still be downtime on said ability, and it only works with basic ones. Nice idea.

You should honestly just copy and paste your ideas on a discussion of your own and have people discuss them, these are really good. Even the ones I don't like I know are just my opinion and not legit broken.

Bootleg Gay1 votes

So glad you liked them!

I never really could get the actual concept to sound right with technicalities, but the idea for the Inspiration Keystone would be like this.

Player attacks champion, that champion gets a mark on their head. Mark looks like the attacking champion's icon. It lets you know who got them first, then others can basic attack in sync to apply their own icon, like connecting the dots to a full picture.

I never settled on an effect for the stacking, but a fun one could be having the first champion to start the chain be able to finish it with some kind of huge bonus based on the number of 'dots' connected.

I'm never truly done designing, so maybe I'll give these a slight edit before I post my own ideas.

C9 Squeeky 1 votes

Hey just wanted to let you know that I linked your comment onto a new rune thread in a different board (in Concepts & Creations). I thought your runes were worth putting out there and I didn't want to steal any credit away from ya.

Thread found here, with some of my "meh" runes removed. Nothing new added.

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Z0LnsOXR-riot-new-rune-concepts

Chigara Ashada1 votes

Sorcery: Sit The Fuck Down

If you stun or slow an opponent and they escape through an item or summoner spell. You gain a charge of "Sit The Fuck Down" If you hit the same champion again with a stun or slow that effect becomes undeniable by other forms of cc denial. Your cc's time is also extended by 1.2x

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