what should be considered when regarding Runic Echoes Changes

D2Vincent··2 votes·1,322 views

So 8.10 seems to be the patch that is going to give some minor changes to the jungle, as well as some potential redesign of Runic Echoes, which got me thinking about what should be considered when attempting to redesign said item. Here are some of my thoughts regarding this:


  • ##It should be a JG item that ALL mages can use.

Right now, Runic Echoes really only benefits those who can use it the best, which is Burst champions, or those who can pick enemies off. Some champs can't do that really, like most DPS champions, (Karthus, Cass, ASol, Ryze, etc)

what I'm saying here is get rid of the Luden's active. I get that Riot wants it to be a sort of niche item, but I feel there is such a thing as too niche

  • ##Instead of Making the item weaker than most In-lane items to make sure it can't be abused, make it so it benefits mostly from being in the Jungle.

It seems to me that every iteration of an AP jungle items ends up in 2 scenarios:

  1. It's weak to the point that only a select few can actually use it, and makes it kind of a useless item compared to everything else
  2. laners take the item as some sort of cheese method, and/or Ezreal finds a way to break it.

I think if Runic becomes a new item entirely, it should have an ability that benefits from being in the jungle, and ONLY the Jungle.

  • ##It SHOULD have CDR, but not build out of Lost Chapter

I say that it shouldn't build out of Lost Chapter because that means it will lock AP junglers out of the other 3 options (Luden's, GLP, AAS). I get that some champs need movespeed, which runic currently gives, but for mages, CDR is a better stat to use.


I'm interested on what everyone's thoughts are, so feedback is definitely appreciated! :)

5 Comments

0 Hogapu1 votes

Honestly they should make this item be a stats giver, and nothing else. The AD item only gives raw stats, and is one of the most effective one. Giving it a unique passive makes some champions better at using it than some others (or yeah Ez finds a way to break it lul)

Pokemonred2001 votes

So basically bring back the first AP jungle enchant (Magus, since SotSW was its own item) but with mana? I remember one of the problems with Magus was it just being AP & CDR (80 and 20%, respectively) with no Mana/Mana Regen at all, which is why they added Runeglaive back then. Maybe it just being Magus with mana would be a good route.

0 Hogapu1 votes

yeah, but there you got a thing... why would all AP users need mana ? why would AP mean mana ? ad casters don't have this issue, while almost all ap junglers are really mana reliant. The 1st iteration of AP jungle item was the best imo... could work with everyone equally.

D2Vincent1 votes

Just had an idea, what if it was a pseudo soulstealer? Or something that stacked like old devourer used to? Something like a build of smite item + dark seal + codex + 650G? And then have a stacking passive (stack up to 20, giving 1 AP per stack) that gives 1 stack per large monster or assist, or 2 for kills/Epic takedown, and when fully stacked it coul give either movespeed or CDR. Just an idea tho.

Big Lincoln1 votes

just make it a stat stick like warrior since any extra passive or active would split up who buys it

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