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