@meddler let's talk about the new thunderlord rune?
I like that you guys are thinking of new ways of adding old masteries as runes, but this particular rune felt really as a generic damage boost that dont fit in the original idea of what runes are trying to address.
Other runes have conditions like: "it will be active after 10 minutes" or "only work against ranged champions" or "it create a projectile that can be avoided" etc.
This new thunder Lord give you 200 damage with a large cooldown.Thats it.
It's plain 200 more damage.
How is this not going to get mandatory in so many champions? What kind of decision making its involved on picking this rune? What makes it have a trade off for kassadin? Diana? Zed?
It's clear that if we add raw damage and power boosts without thinking too much about it that we would see another league of thunderlords happening and I think we don't want that.
Could thunderlords be more situational? Like a rune that only works when there is 2 or less enemy champions nearby? I feel that in the way it is its just raw power that everyone will get and use to explode everyone when the cooldown is off. We could even have a counter part, of a thunderlord that just works when there is 2 or more enemies nearby. So you can pick focusing on team fights or lane phase!
I can see situations like that popping: "why you picked thunderlord?" "I'm playing Kass dude"
or
"why are you not playing thunderlord Zed?" " I thought this other one was cool" "noob go learn math and pick the right rune next time"
I personally feel we don't need raw power boosts that don't add any thinking on the game.