NEW Runes (possible) and Reworked Runes.

Cherysse··1 votes·221 views

Hello everyone, ahead lies a post about some runes that are forgotten (and maybe some possible new runes -read the first comment-) This is tentative, just for you to consider as I said many times; I am not saying "add this to the game because I say so"... that's lame, but it is also lame to not consider new possibilities.

  • % XP Runes: Do they even make sense any longer?, they have no compensation once you reach level 18 and the amount of XP they grant is just too low, if they grant too much %XP then the adventage is just too strong, if they grant such a low amount of XP they make no sense as you hardly get any advantage from them (mainly because even with 3 Quints you only get 7.5% extra XP which is too hard to notice at all), they need a buff to their number to reach at least 20% or make them grant flat XP per second instead (and maybe make them gain some compensation once you reach level 18, because, being honest, they become useless a LOT FASTER than gold runes. My idea of compensation? Extra % base stats once you reach Level 18... or gold.

  • Dead Time Reduction Runes: hmmmm... yes, I know, everyone here is just thinking one thing.... TROLL? certainly I feel the same way, I think we all do, in overall it can reduce by 15% the amount of time you spend death... the bad thing? you need to die for you to notice it, so it is not good anymore (it was good when you had the % dead time reduction mastery a while ago), but now they need a change. Maybe they could just stack an amount of dead time reduction depending on how much time you have been alive, so the more time you are alive, the less you remain dead, why?, because like this these runes won't encourage trolls to go and feed, and feed, and feed.

  • % Health Runes: I have little trouble with this runes, except for one thing, they are heavily expensive. It could be better to make them a better option to reduce their cost... or to make them have more worth by increasing the amount granted by seals by 0.25% (0.75% increased from 0.50%) , so if you build full on life % runes you would be getting 11.25% (from 9% -an increase of 2.25%-), why? because they are too expensive and they are gold dependent (particularly, they depend on you building life items).


New possible Runes:

Utility Runes:

  • %MP Runes
  • Flat Movement Speed runes.
  • Explorer Runes (Speed while out of battle)
  • Hunter Runes (extra MS while on battle against champs)
  • Initial Gold Runes
  • Mercenary Runes: Extra Gold on minion kills, triple the bonus against champs.
  • % Base Mana Regeneration Runes (like Fairy Charm item).
  • Strategist Runes: Cooldown Reduction for Summoner Spells.
  • Artificer Runes: Cooldown Reduction for activable items.

Defensive Runes:

  • % Critical Damage Reduction
  • % Armor-Magic Resist runes
  • Hard Skin Runes: reduces flat damage from all sources (except true damage) , double of the amount against monsters/minions, can't reduce damage below 10.
  • % Base Life Regeneration Runes (like Reg Bead item).
  • % Tenacity Runes.
  • Swiftness Runes: % Slow Resistance.

Offensive Runes:

  • Scaling Armor/Magic/Hybrid Pen.
  • % Penetration runes (only for bonus stats OFC).
  • % Damage Quints: 1.5% each maybe (useful to add damage to things that don't have ratios like items).
  • % Hybrid Vamp Quints: Life Steal + Spell Vamp (1% OFC)
  • % AD runes (consider you are not getting any early/flat stats from them). -% Bonus AP runes (consider you are not getting any early/flat stats from them).

Thats all folks! If you want you can read the comments, I wrote one about new possible runes, enjoy!

[slayer-jinx-wink]

2 Comments

FurretHasAGlock1 votes

Interesting concepts!

Cherysse1 votes

Yeah but it seems nobody cares :s

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