Boot Enchantments/AD/Runes/Herald/Reworks

MrFluffyPuffy·3/17/2017, 7:15:46 PM·6 votes·1,204 views

Boot Enchantments:

Bigfoot: Walking (every 50 units) causes 0.5% of the owner´s maximum health as magic damage in an area of effect (scales with model size) around him.

(It could count the damage it has dealt and sets this enchantment on 30 seconds long cooldoown if a single target took 500 magic damage from it (causes 400 magic damage with 4000 maximum health over 1000 units). Could slow enemies under special conditions or instead of damaging.) <- Just alternative/ additional thoughts

Explorer: Grants permanent 1.5% movement speed in jungle and clearing camps grants 2.5% movement speed for 5 seconds (20 seconds cooldown).

Master Thief: Grants 3% additional movement speed walking into the direction of the enemy with the highest gold possession.

Coward: Taking 300 damage within 4 seconds grants 4% movement speed for 6 seconds.

Bloodthirsty: Dealing 300 damage within 4 seconds grants 4% movement speed for 6 seconds.

Marathon Runner: Walking (every 50 units) heals the owner for 0.25% of his maximum health.

Boot enchantments cost 500 gold.

AD:

Even though I don´t fully agree with the boards circlejerk, I have to admit that Black Cleaver Last Whisper and Lethality are to strong. It reduces the armor to much. The bigger problems I see here are black cleaver and last whisper because both are reducing the enemy´s armor for a good chunk. Smaller problems are the letality items. I think some nerfs to the penetration stats of the items are enough (maby some small compensation buffs with ad or in black cleavers case with hp would be ok).

Crit is another problem. It gives ADCarries both burst as well as sustained damage. This is rather a more complex theme and I only want to give vague suggestions (even if everything here are vague suggestions ^^). A suggestion would be to limit the sustain factor with giving critical autoattacks a channel time/ longer animation time -> but this would feel to clunky.

Runes:

They cost without doubts to much. Champions are the core part of the game but some champions cost less than some runes, which means that those runes have a higher value than those champions. Suggestion here: Reduce the price of runes and runepages and give them a standard price based on their value. Essence cost more than basic runes/ etc. Maybe increase the price a bit of the 450ip champs as well.

Another suggestion for the somewhen in the future rune rework: Connect it if possible to the mastery system (if possible without making both too much dependent on each other).

Herald:

Possible Herald Buff

Vision of the Void: Right click on any kind of ward to use the buff on it. The buff bearer channels for 2 seconds (radius 300 units) to charge the ward with energy. After 2 seconds the ward releases an impulse (300 units) which shows the silhouette of invisible/ camouflaged units (champions/traps/wards). Using the buff sets this passive on a 60 seconds long cooldown + it needs to be recharged by running after the cooldown.

Reworks: I think all of the bigger reworks are successes (Sion/Poppy/Fiora/Gangplank/Warwick/Taric). But I would suggest to stop reworking champions in class updates but instead look on stats and items of the class. I would rather wait til they get a mini rework like Shyvana or Alistar or wait til they get a full VGU. Because mediocre and class updates rather seem to fail than to be a success (I would consider Mordekaiser/ Skarner/ Quinn/ Malzahar as failed updates and only Graves and Darius as successes).

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