Precision Rune Suggestion -- Solving the "Solved" Rune Tree

ModThe Djinn··3 votes·1,558 views

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%.

9 Comments

BobaFlautist2 votes

Personally, I think Riot worries too much about their systems (Jungle, Item Builds, Runes) being "Solved". It seems to be inevitable, and all the changes aimed at "unsolving" systems seem to just cause a lot of disruption during a brief period of flux, after which they're solved again.

ModThe Djinn1 votes

{quoted}

Personally, I think Riot worries too much about their systems (Jungle, Item Builds, Runes) being "Solved". It seems to be inevitable, and all the changes aimed at "unsolving" systems seem to just cause a lot of disruption during a brief period of flux, after which they're solved again.

I think a lot of the "they're solved again" stuff is because many times the designs compete in the same space -- take the Combat tier of Precision, for example, where it's all "+damage under circumstances so you take the most reliable one." I'm not suggesting the runes above will NEVER be solved, but I think the more diverse sets of circumstances they excel in or trigger in make the choice one that you need to think about from game-to-game, rather than the case of "just always take this rune, as it's ALWAYS the right choice."

Daddy Ants2 votes

Alacrity and Bloodline are fine.

Tenacity should be a resolve rune imo.

ModThe Djinn1 votes

{quoted}Alacrity and Bloodline are fine.

I think Alacrity definitely overpowers Bloodline, which is why I opted to remove it -- I'd rather bake some AS back into the champions that require Alacrity, or up the bonus for Precision in general if they're lacking, as I feel it's too much of a necessary rune on too many champions.

LuaDotExe1 votes

My one gripe with your changes is that Last Stand is basically making it impossible to incapacitate a target before they can do anything. It's an instant go-to for ADCs, since they can now do things anyways after an Assassin deletes them.

I also overall resent on-death effects. :P

ModThe Djinn1 votes

{quoted}

My one gripe with your changes is that Last Stand is basically making it impossible to incapacitate a target before they can do anything. It's an instant go-to for ADCs, since they can now do things anyways after an Assassin deletes them.

That's reasonable, and was a concern point that almost made me not do that, but I think it's worth testing, personally -- it's an easy cut, but I was hoping the unreliability of it compared to other options might make it functional and not TOO frustrating. It is one I'd be watching closely though, for exactly that reason.

Tristanl0l1 votes

You'd have to make that number like .5 seconds. Nobody wants a mini tryndamere ult on a rune.

ModThe Djinn1 votes

[{quoted}](name=Chumpy Bumbler,realm=NA,application-id=3ErqAdtq,discussion-id=E5YXQrxE,comment-id=000000000000,timestamp=2018-06-01T18:07:08.845+0000)

You'd have to make that number like .5 seconds. Nobody wants a mini tryndamere ult on a rune.

Yeah, it might need to drop to 1 second, which translates to 1-2 more attacks or a spell or two. I'm not sure 0.5 would feel meaningful enough, but that's what testing would be for! :)

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