[Idea for a Rune] "In times of need"

Warden Karma·10/5/2017, 2:59:46 PM·79 votes·4,312 views

Hey there,

just wanted to leave an idea I had recently.

We all know these situations when a stun, heal, damage (or ult) just had 1 second cooldown or less on it and it would have saved someone or secured a kill - in short it would have changed the situation in your teams favor a lot. So why not implementing a rune, thats a little different than just cooldown reduction?


#Please keep in mind that it does not simply allow you to double cast things. There are still seconds between re-casting.

Rune: In times of need

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/41/ProfileIcon0978_Rift_Duck.png [Update2] (When you or an ally within range is below a %health threshold(?)) you can cast an ability, which is on cooldown and has either utility or CC on it (slows excluded) for as long its remaining cooldown is (0.5 plus 10% of the abilities cooldown) seconds or less. When you do this, this ability goes normally on cooldown, but the time you lent to pre-cast it will be added to it, doubled. Cooldown of the rune: X seconds.(?)

Update1: Less burst abuse through specified abilities. Update2: I tried to make the rune more defensively (when you/ally is about to die) and less abusable by low cd champions.

Numbers to be determined. (Utility = shields, heals, movementspeed buff and other ally buffs.)


----------------------------------------------------------------------- Example-------------------------------------------------------------------


You are Nami and your adc is dying. You desperately wait for your heal (w) to come off cooldown (has a 10 second cooldown). Thanks to this rune you were able to cast it 1.5 seconds earlier, saving the life of your adc, which would have died otherwise. Your heal gets an additional cooldown of 3 seconds this time (13 seconds).


---------------------------------------------------- Ways the rune could be tweaked-------------------------------------------


  • The rune might only activate when you or an ally within X range fall below a certain %health.
  • Increased cooldown of the ability might be higher (e.g. a multiple of it)
  • The maximum cooldown at which this rune triggers can be higher or lower
  • Ultimates might be kept out
  • Most likely inspire path
  • Other tweaks that stop Assassins from abusing it
  • This rune could have a cooldown

------------------------------------------------------------------ For clarification ---------------------------------------------------------


This should be more of a defensive rune. The intended use for this rune is to have access to an ability (which is currently on cooldown), which has the potential to change the situation, allowing a turn around. It is not intended to allow heavy burst, simply double cast abilities.


------------------------------------------------------------------ Thanks for reading :) ---------------------------------------------------------


EDIT: Original Idea: You can cast an ability, which is on cooldown for as long this cooldown is 2 seconds or less. The next time this ability goes on cooldown, it gains higher cooldown corresponding to the cooldown that was shortened before.

EDIT2: Changed wording and made some tweaks. Thank you for the feedback!

68 Comments

A Bad Nasus10/5/2017, 4:16:47 PM57 votes

Vayne It's over Nasus. Nasus How so? Vayne I just finished building item 3140 So now it's your turn to run. Vayne..... Vayne What are you doing? Nasus Ducko give me strength... Nasus Wither :3

Eeyore10/5/2017, 4:42:00 PM8 votes

In my opinion, the cooldown of the ability shouldn't change - instead, the rune should go on cooldown based on the time you borrowed.

For example: Borrowed Time

  • You may activate your abilities while they are on cooldown. You cannot borrow more than 2-10 seconds (based on game time) at a time, and borrowing any amount of time puts Borrowed Time on cooldown equal to five-times the time borrowed. Abilities activated early go on cooldown as normal.

So early game you can borrow 2 seconds every 10 seconds. Late game you can borrow 10 seconds every 50 seconds.

Warlord Scrap10/5/2017, 3:31:27 PM6 votes

Honestly it seems to fall in line with alot of the runes riot is making. Ie gain free boots at 10 mins but you cant buy boots before that, Go in debt at the shop.

The Yetii Rider10/5/2017, 5:45:29 PM6 votes

This would be a much better support keystone than Looter.

Nickfer251010/6/2017, 3:22:09 AM3 votes

Regardless if the idea is good or not, the wording is really poor. I only understood it because I read the comments.

Doozku10/5/2017, 5:42:01 PM3 votes

Seems like it's be really op on champions like kha'zix who have low cooldown high damage spells. Imagine khazix's running around and double Q one shitting everyone like old Rengar.

Shyne10/5/2017, 9:02:16 PM3 votes

sounds nice but to easy to abuse imo. A rune to be able to charm someone twice or throw out a 2nd bubble would be way to op. with this rune its basically saying its ok to miss a skill shot or miss some form of CC you'll just be able to get a redo. Nah i dont like this in the least. And where would someone draw the line on abilitys you could "recast"? It sounds like a neat idea but personally its just going to be abused out the ass and putting a limit on ability's you can use it with already makes this a bad idea. Immediately thought ok i'm playing ahri and in the 25th minute near baron i miss a key charm on the jungler with baron hp nearing 1k i can immediately recast this and give my jungler the easy steal? Wheres the skill in that?

x Royal Solo x10/5/2017, 3:15:26 PM2 votes

I like it. Double karthus ult or double zed ult would be exciting.

Romans VI XXIII10/6/2017, 1:11:36 AM2 votes

Cool idea, but should never be implementable in any form and here is why.

I'm sure your idea behind this is to use it defensively when you have CCed some one but then another enemy appears and you need a way of escaping., but it is easily abused offensively.

Imagine some one like Leona Leona with this, she could easily perma stun/root you for 4 seconds from her alone. E>Q>R>Q.

Or Thresh Thresh, who can Stun lock you for 3 seconds from Q alone, on top of pulling you an insane distance, then popping you back even further with W, and then slowing you with R.

Or Vayne Vayne who could double E you into a wall stunning your for 3 seconds....a 3 second stun on an Hyper Carry.....GG

Or Imagine 2 Veigar Veiger Es out at the same time CCing and hard zoning even more area.

Yea no thank you.

1 of 2 things would happen with this.

  1. Its so OP every one is forced to run summoner 1 and summoner 4 no matter what lane you are in.
  2. the CC from the second cast is reduced to such a minuscule amount that its useless. (Because even a .25 or a .5s stun on a second Veiger E out would be insanely OP.)
Sexy Jack Rabbit10/5/2017, 11:41:59 PM2 votes

I think it would bring forward a lot of issues in regards to regular counter measures.

Cooldown tracking is extremely important in league, and forgoing would present a lot of issues.

Raoul10/5/2017, 10:21:57 PM2 votes

While I like the idea, it sounds like a nightmare to implement it...

enejlah e400010/5/2017, 4:40:21 PM2 votes

I like your idea. It should really be a rune.

The only downside for it would be to make the gameplay even more complicated...

TheUltimateLife10/7/2017, 7:15:47 AM1 votes

I really like this idea. I think there are two good ways you could implement it:

One would be to make it rather niche and hone-in on what made you think of this rune to begin with, and that's allowing it to be used only when a spell has, say, 10 sec before it's back up. This would be more useful in the case of a summoner spell or ultimate ability. So it could be something like:

Can't Wait -- "You may use your ultimate or a summoner spell when it's within 10 seconds of coming off cooldown. Doing so grants a temporary effect based on what spell you used and puts this rune on cooldown." (This is since it'd be a rather weak rune otherwise and it also brings back the oldschool effects for using summoners, tho these effects could be different from the old of course)

The other way to implement something like this would be to have it only apply to basic abilities (Q, W, E). So that way you don't necessarily have to worry about a time window, just the fact the spell's on cooldown:

Rewind -- "You may use one of your basic abilities while it's on cooldown, but doing so puts your other basic spells on cooldown."

I obviously chose the name for the latter example since the effect is straight out of Zillean's kit. I think this version could prove to be a very interesting rune and by putting all your spells on cooldown after using it, I don't think the rune itself would need a cooldown and it could be an interesting way to balance the effect. The big thing would be how a player would actually SEE or experience this effect in-game. Zillean has a dedicated spell for this, the visuals are clear for him. But if there're no visual cues, a player may even forget they have this rune equipped... not sure what I'd do. Maybe have your abilities semi-highlighted when this rune is applicable WITH the timer on it still?

DorkunedAuras10/5/2017, 7:53:23 PM1 votes

I like this idea. Maybe make it so that it can, at most, get you 20% of the CD or something, so you can't double cast abilities, even utility ones.

Mogarl10/5/2017, 8:01:28 PM1 votes

Could do something like

Abilities can be cast while up to .5 + 5%-10% of their cooldown is remaining.

I personally prefer the abilities taking on the left over cooldown, but I would also put the rune on cooldown for [flat amount + 50% of spells cooldown] the flat amount ensures it won't be abused by short cooldowns and the percent ensures that long spells don't get off too easily.

LostFr0st10/5/2017, 9:14:15 PM1 votes

Cooldowns and threat range are a huge part of counterplay, so I'm pretty against a rune which makes certain spells' cds flexible.

I do appreciate you exploring that niche and communicating it nicely though.^^

invisiblecat110/5/2017, 10:19:49 PM1 votes

If it didn't need CC to apply imagine how OP double ball syndra would be

FlameHalbrdOkido10/6/2017, 12:30:30 AM1 votes

To fix a lot of problems I would suggest editing the wording to

as long the remaining cooldown is 2 seconds or less.

And add that the full cool down must exceed 8ish sec.

underscores22210/6/2017, 1:01:46 AM1 votes

I like this idea, but have an alternative twist to it. See what you think:

  • Affects ults only
  • Allows ults to be cast if their cooldown is below x% of the base cooldown (before cdr is applied)
  • Adds the remaining cooldown back on top of the normal cooldown after the ult is used
  • Has an internal cooldown that is longer than the ult's cooldown (perhaps by 2x%)

So basically, this can be taken on everyone except transformation champions (Nid, Jayce, etc) and Udyr (no ult). The reason I targeted ults is because they are typically a high point for a champion's kit. It's probably the most impactful ability that could turn the fight in your favor, so it fits into the general idea of the OP. Ults also typically have longer than normal cooldowns, which reduces the low cooldown abuse cases mentioned.

The function of the rune is basically unchanged - you can cast your ult if it is on cooldown as long as it is close to being off cooldown. I think a percentage of the base cooldown is generally equally fair to everyone - let's use 10% as an example: An ult with 60s cooldown can be cast if it has less than 6 seconds remaining on cooldown. If that champ has built a lot of CDR this game, the 6 second window doesn't change because it's a percentage of the base cooldown - thus not directly punishing you for building cooldown.

However, the next two points help prevent CDR abuse cases - The first adds the siphoned time back onto the cooldown, preventing this rune from creating psudo-cooldown reduction through use. In the above example, you would still only get 2 ults in 2 minutes (or 2 ults in 72 seconds with 40% CDR).

The final point prevents the rune from being used every time your ult is close to being up. I suggest the rune's cooldown be twice the siphon percentage of the base cooldown (or 20% for a cooldown of 72 (60 + 12) seconds in the example) Essentially, this ensures the cooldown debt gets paid before being able to use the rune again.

I like the original concept that this rune would be most useful for support type abilities. Indeed, I think it could be a very cool "niche" rune for certain champions. But as I was reading this I was struck by how interesting it might be to open it up more to other champs without making any of them too crazy. There might be some issues with reset champs (yi, kat) that I haven't thought through.

Cowseed10/6/2017, 4:11:26 PM1 votes

So it's like for supports and tanks. I kinda like this.

Would make bot lane hell o' weird though.

Tis a nice day10/6/2017, 4:12:43 PM1 votes

How do you activate this ability though?

Malcha10/6/2017, 5:12:29 PM1 votes

That tumble spam tho

xxxMadLionxxx10/6/2017, 6:07:29 PM1 votes

really cool idea for supports. riot wont do it tho as they already filled all there runes slots