Soooooooo about some of the runes
Riot. Good job. It's been a few months now after Runes reforged dropped and I gotta say I'm impressed how well you guys did. Sure there where some minor hiccups like Aery doing more damage than Comet in most games, and Aftershocks....existence but overall you guys are doing really well at fixing, nerfing, buffing, and replacing respective runes. That being said, I'd like to talk about some things that in my opinion should be on your to-do list in the new runes system. To make certain runes more accessible and other runes less accessible.
1: 4 Keystone masteries per page
- For those of you who don't know, Riot wants to have each page eventually have four keystone masteries rather than the three we currently have on every page at the moment I'm writing this (minus precision with the new conqueror). This isn't me reminding riot, just me telling them some of the things I'd like in the fourth rune on each page.
- A viable tank-bruiser option in the resolve tree. We've got grasp, but I'll get to why that rune sucks overall a bit later.
- A battle mage keystone in sorcery. Something that rewards dealing Damage that isn't Aery, which is supposed to be the supportive keystone anyway.
- An activatable inspiration keystone. Admitably this is more personal since I love the inspiration tree.
2: Keystone reworks
- Grasp, Phase Rush, and Glacial Augment need major changes. A lot of times they're pretty underwhelming, and on the champions that they are good on they're too powerful.
is an example of a champion who can use all three despite the fact that all three are considered to be really weak. Honestly I'd give glacial augments slow to Grasp when it procs and just create a whole new keystone for Inspiration, but Riot will probably surprise me and make something even better.
3: Minor keystone replacements/changes
- Keystones that are too niche: Overheal, Waterwalking, Minion Dematerializer, Hexflash
- Keystones that are barely used: Nullifying orb, Ghost poro, approach velocity
- Keystones that are too bland (IMO): Cheap shot, Taste of blood, Scorch, Absolute focus
: What if it acted like
's W passive, giving you a magic damage shield after not taking (magic) damage for an extended duration (45-60s maybe?)...or rather the shield kicks in when you first receive magic damage, instead of proccing only as a life saver when you go below 30% HP? As it is, it's basically a weaker
passive. I barely feel the effect of Null Orb. It's too weak. Having it receive the first instance of damage would open up players to go for aggressive trades, like
with Q. Counterplay is to proc the shield like
or Bone Plating, and THEN go in when it's on CD. Also, should the orb give an adaptive shield instead of magic shield (similar to
passive)?
: What if it was a drain, like Grasp, where it damages and heals for the amount of damage dealt? Right now it only heals and I don't think adding damage would be too much because both the flat & ratios are pretty minimal.
box but without the damage and pings minimap. The SFX of the ping can be a poro doing a scary ghost "boo" or something.
: Transforms an ally minion into a siege (cannon) minion. 3 charges. Can't be used in the first 300s. 60s CD. Cannot be buffed by Baron/Banner. Grants +25% bonus damage to objectives, and 25% reduced damage taken from all sources (excluding True dmg). Cannot be used when minion has received turret damage. Grants enemy champion normal siege minion gold when last-hit. Should it be able to be used on cannons for bonus dmg/DR as well? Should it ONLY be able to be used on Cannon minions?
or
could outrun it as it tries to catch up.
old mercy passive but low true damage and only works once every few seconds, I think it should be a true damage execute that doesn’t scale with AD or AP, but instead deals up to double damage depending on how low the champion is. Instead of working only on movement impaired targets I’d have it only proc after a few seconds in champion combat (so it doesn’t proc at the beginning of a fight but somewhere in the middle)
shows a summ spell/active item next to her health bar? Maybe every ability you use could also have their own icon on the enemy health bar "marking" them for that abliity only. Only thing I don't like is the clutter and what if you do an entire rotation of spells. You would have to hit them with 1 abililty, wait for it to come off CD, then use that same ability again for bonus dmg (perhaps penetrated dmg). Doesn't sound terrible as Scorch is probably meant to be used for poke champs (or just periodic dmg) but eh I know it sounds clunky.