The shards would be fine if you just modified them a bit.

Emerald Fang·11/23/2018, 6:23:58 PM·3 votes·1,745 views

Remove the scalings (or make them way better), reduce the adaptive force and attack speed ones and yay!

Do something like:

  • [4 AD/7 AP], [7% attack speed], [5% CDR + 0.5% per level capped at 10%]
  • [4 AD/7 AP], [6 Armor], [7 MR]
  • [20 + 15 HP / level capped at 170], [5 Armor + 6 MR], [20 + 10 mana / level capped at 120]

Now you have a 5% instant CDR boost which caps at level 11 instead of level 18 which will actually help out in lane. Also, you have a nice scaling health bonus that feels useful, +15 hp per level is around +15-20% HP gain per level which is pretty nice. It caps out at a reasonable amount as well, at level 11. IDK if the mana is a good option but I think more power should be shifted into the 2nd tree armor/MR shards because right now there's no reason not to take adaptive force (it's grossly powerful compared to the armor/MR). Then in the third tree armor+mr is combined so there's somewhat of an incentive to take health if you're worried about dying, but if you want you can still boost your resistance.

1 Comments

PalPlays11/23/2018, 6:41:56 PM2 votes

I don't like the mana option. The runes can already make mana management trivial thanks to biscuits and Manaflow Band, we don't need more of that. It also bans an option for manaless champions. What I would like to see is the one old rune option that is missing from the stat shard system, flat movement speed. It doesn't have to be a ton, but just enough to make up the difference for all of those Movement Speed Quint users out there who lost out under the new system (Ivern, Nunu, many supports, roaming midlaners, immobile Junglers, ect.)

I don't like bridging Armor and MR in a shard, because that is essentially just flat HP. At that point, just add Crysalis back into Resolve.