Precision Rune Suggestion -- Solving the "Solved" Rune Tree
As per Meddler's comment here, the Precision tree is pretty solved for most of its users as far as non-Keystone runes go. Here's some experimentation on my part to diversify that and make rune selections a bit more per-game than per-champion.
This is very much a rough draft and initial exploration. Concepts are not necessarily final, and some may need to be replaced. Numbers are not included, as obviously each rune would need tweaking and testing. X or X%, where included, are supposed to be unique values for each rune, not shared across all occurrences of X.
Thoughts are appreciated: do the choices here seem harder? Do the choice still seem interesting? Can you see yourself swapping runes around more based on your team and the enemy team?
##HEROISM The Heroism runes are decent, but largely unexciting, and Triumph's bonus gold and healing make it a very solid choice.
I've changed up Presence of Mind to provide more dueling value for low-mana champions, rewarding them for harass and aggressive engages. Overheal is roughly similar, but has an added benefit to assist you once you've taken some damage, rather than being useless all the time once you drop below full. Triumph has been made a bit more visceral and impactful, because the effect is often hard to notice in a combat with a lot of damage going back and forth.
- Overheal: Healing effects on you are increased by X%. Healing in excess of your maximum health is converted into a shield for an amount up to Y% of your maximum health.
- Triumph: Champion takedowns raise a flag over you. After 1 second you heal for 12% of your missing health, and nearby allies heal for 6% of their missing health.
- Presence of Mind: Gain X% increased mana regeneration when in combat against enemy champions. Champion takedowns restore 20% of your missing mana.
##LEGEND The Legend tree has some issues due to it's odd split. Alacrity offers meaningful offensive power, while both Tenacity and Bloodline offer various survival tools -- but for most Precision users, Alacrity is obviously the far superior choice.
The suggested fix here removes Alacrity in exchange for another utility option, giving a player a choice of how they wish to resist damage based on the sort of team they're up against. This makes the decision a little less clear-cut: even if Legendary Speed is the easy go-to option, there are more situations where the others excel. Bloodline has also turned into in-combat regeneration instead of pure lifesteal, making it more appealing as a dip for characters who may attack less often, or for less damage.
- Legendary Speed: Gain movement speed based on your Legend stacks.
- Legendary Courage: Gain tenacity based on your Legend stacks.
- Legendary Fervor: Gain in-combat regeneration based on your Legend stacks, increased when in combat against enemy champions.
##COMBAT The biggest offender, these runes are all simply +damage rather statically, meaning you take whichever one is most reliable, which is usually Coup de Grace. By changing up these to each excel at specific moments, we make the effects a little more engaging and the "right choice" a little less clear. One works well with itemization and allies, one helps you against burst, and the last assists for sustained combat situations.
- Coup de Grace: Champions under the effects of crowd control are highlighted as vulnerable for the duration of the effect and 1.5 seconds afterwards, and your damage against them is increased by X%. This value is doubled to 2X% for champions hit by hard control.
- Last Stand: Deal X% increased damage when below 50% health. When reduced 0 health, become untargetable for 2 seconds and gain Y% bonus damage, then die.
- Thrill of Battle: Deal X% increased damage each second you are in combat against enemy champions, up to Y%.