Rune stat bonuses should be a path-independent choice by the user

badooga·1/22/2018, 10:13:43 PM·1 votes·298 views

From the recent /dev post on Runes Reforged:

In development, the style bonuses were intended to be a small amount of power to differentiate between paths, and we’ll be examining other ways to give out the stats that don’t diminish the ability to make decisions.

What if it were possible for players to choose which type of stat bonus they want to get, regardless of their path choice. For example, someone could take an AS bonus despite going Domination/Resolve, or they could take the AD/AP despite going Resolve/Precision. And similar to the split bonuses the Resolve path now gives when taken, a given player could theoretically choose to either take a split stat bonus (e.x. 9% AS and 9/5.4 adaptive AD/AP) or double up on a single path (e.x. the 18% AS or 18/10.8 adaptive AD/AP bonuses you get now).

The Inspiration path's bonus would not be accessible via this little system, instead remaining as a bonus you get for choosing Inspiration as your primary path.

As for the visual aspect of it, I'm thinking a little bar that has each of the non-Inspiration path symbols on it (Inspiration would be a separate symbol that lights up on the side if you take it as a primary path), with each symbol split into two grayed out halves. If you click one of the halves, it lights up, and gives you a half-stat bonus as described above (you'd be able to choose two halves in general, and would be allowed to double dip as explained).

If you fail to choose your paths before the game starts, they would default to the half-stat bonuses for each of the Rune paths you took. Default Rune pages would also use the half-stats for each of its chosen Rune paths.

Thoughts?

2 Comments

H1 H0w are Ya1/22/2018, 10:21:37 PM1 votes

ADC's take Resolve secondary now and get AD and attack Speed making them invincible in lane.

Seems fun

DeadUnborn1/22/2018, 11:23:13 PM1 votes

Hey, so the jerk that wrote to you first thinks I am copying you.

Here are my thoughts on the matter:

So at present the problem I see with runes is that the passive stats that the runes give you (adaptive damage, attack speed, health, etc) really bounds certain classes to specific rune trees. One example is many aggressive skirmishers and divers like Gangplank, Riven, Renekton and Kled not opting into the Precision Tree because the passive attack speed it offers is useless to them. Another example is tanks who may benefit from Predator not opting into Domination and immobile ADCs not opting into phase rush -- All because the passive bonuses suck for them!

HERE IS THE FIX:

Rune Enchantments!

Instead of each rune page having a predefined passive stat it gives out, all runes pages can be "enchanted" with one of four passive stats:

Base Attack Speed Base Adaptive Damage Scaling Adaptive Penetration Base Health

NOTE: Inspiration would stay as it works in live because that shit is OP otherwise

All enchamntments would give the exact same amount of bonuses (except for inspiration) in all rune trees. This would open up rune paths that at present feel too constrained. Also I really believe Celestial Body (the rune that gives you more starting health but less early damage) should be changed to resolve as a secondary rune to open up the "going to play it safe in lane" fantasy, which can be later reflected on item choices as the game progresses.

What are your guyses thoughts?!