2 Birds 1 Stone: Make jungle runes

I Solo Towers·12/12/2014, 6:13:17 PM·28 votes·2,374 views

New Quint: Dealing damage to a jungle mob heals for 4+level

Other new Quin: 5% spell vamp and life steal verse jungle monsters only.

Other other new quint: Jungle monsters do 10% reduced damage to you.

You needed new runes anyways, been promising them for ages. Now more than 6 champs can clear the jungle.

26 Comments

1st HanarSpectre12/12/2014, 8:21:31 PM15 votes

Jungle specific runes would be cancer. They offer you absolutely nothing when fighting other champions, as far as they are concerned, you have 0 runes when battling laners.

Yuumidiocre12/12/2014, 6:16:38 PM6 votes

wellll youre on to something epic but. glyphs for reduced epic monster damage and or glyphs for .5% lifesteal against jungle monsters would be cool too

SmokingPuffin12/12/2014, 11:41:56 PM3 votes

I really, really don't want new runes of any kind.

The best case scenario is that junglers need to buy a ton of new runes.

The worst case scenario is that they're a giant noob trap waiting to steal IP from unsuspecting players.

Cale01712/12/2014, 6:42:52 PM3 votes

I like this idea, it could use some fine tuning though. Don't just limit it to quints. I wouldn't put it on armor seals, since those are applicable to all stages of the game, and runes/quints nine times out of ten are being used offensively. Perhaps make glyphs for junglers? Most junglers end up taking MR/level glyphs so they aren't really helping during the early game anyways. It'd be a fair tradeoff for more clearing speed to lose some of your mid and late game resistances to AP based champions.

That being said, I doubt Riot is going to release runes that are specific to junglers. Their runes don't seem to placate to any one role, they're all more general purpose and it's up to a player to decide what they think they need to bring to lane. If anything it would just mean that junglers have to farm more IP than laners to get these new runes.

OJ19112/13/2014, 7:17:29 AM3 votes

This is a bad idea. You would be better off with adding jungle-specific effects to current runes.

Otherwise, either the new runes will be worthless compared to current because you are lacking PvP stats, or they will be too strong for fast clears and sure you will get many new junglers able to be played, but the current top junglers will be able to full clear the entire jungle before any of it respawns then gank with a 2 level advantage (making the lack of PvP runes moot, at least until lvl 18)

I Solo Towers12/12/2014, 11:11:28 PM2 votes

Had some other kinda neat ideas so they aren't just about surviving, adding some diversity and utility.

Rune of farming: Camps you kill spawn 8% quicker Objective rune: In crease damage to epic monsters by 10%, take 10% less damage from epic monsters (dragon and baron) Rune of secure jungles: 10% chance to leave a visible ward when clearing a camp on your side of the jungle.

etc etc

Talamare12/12/2014, 6:50:02 PM1 votes

I rather see deep tree jungle masteries

SecretAgentHulk12/13/2014, 12:21:15 AM1 votes

Now more than 6 champs can clear the jungle.

No, all possible jungle champs will then be tuned to account for the runes, which a) leaves those same six still the strongest, and b) makes it impossible to jungle without runes, which is shitty. Bad enough you can't do anything else in the game without runes either.

Decaedeus12/13/2014, 12:48:28 AM1 votes

Erm... problem with that is... champs need to be nerfed for fast clear speed with runes --> champs can't jungle without runes --> no net effect except extra IP spent and pissed community. Put the effects on items if need be, but leave runes alone.

Potato Doc12/13/2014, 6:37:26 PM1 votes

Just an idea for this, not that I really feel that it is necessary but maybe just add on a "doubles effect against jungle monsters" to lifesteal and armor runes

Right now I feel that edits should be made more towards the jungle then runes to effect the jungle, the idea i presented above would work, but what you presented wouldnt really catch on because yes the jungle is easier but thats all your runes are good for

Wizzleboom12/13/2014, 11:00:41 AM1 votes

Or maybe just make the starter item good? Good enough for a full clear at least, it doesn't offer any gank stats so what's the issue?

Raptamei12/13/2014, 11:23:49 AM1 votes

I don't want new runes. I don't want rune balance.

Because anything that encourages people to buy more runes just means the IP sink gets even bigger.

junglerboy1612/13/2014, 1:08:33 PM1 votes

6 champs is a huge understatement. Only a few jungle champs can't clear jungle well right now.If you play more than just a few games in it and actually experiment with how you clear (start at a small camp, start at a buff, start topside, start bot side, invade, kill small monsters first, etc.) you actually find that it is both simple and much better set up than the last jungle was. The biggest hint that everyone seems to miss is that, unlike so many other seasons where everyone has been brainwashed to kill the large creep first, killing the small monsters first in any non buff camps will save you a ton of hp. Also, these runes you are suggesting are just ridiculously strong. These would make the current jungle EVEN EASIER THAN THE OLD ONE.

Fluppets12/12/2014, 9:25:10 PM1 votes

Not sure about the actual stats they'd give (I mean i dont have an opinion, not that yours are bad), but you're definitely on to something.

I'm sure Riot has a fancy reason why not, but I can't think of any, there are jungle masteries too? Why not jungle runes?!

The trade-off has to be clear though: it wouldnt be cool if the stats would be usefull outside of jungle too or that they'd be so strong that some already existing junglers would be able to clear at bedazzling speed.

There's definitely potential in Jungler-runes. good stuff.

Arveanor12/12/2014, 9:11:54 PM1 votes

Gosh please don't make me replace my rune pages with effects that are useless when I'm not farming my jungle. Unless you are gonna replace ap runes with "you gain +X AP for the first 10 minutes of the game".

Seriously, balancing the jungle by adding more and more affects of "Increased effectiveness only in the jungle" is just going to make junglers less impactful and relevant in the game.