Is kleptomancy a good rune balance wise?
Every time I look at it, it seems if it's balanced it'll either be way too niche to be usable except by 1-10 champs, or it'll be overpowered. This isn't even mentioning the RNG involved
Let's say that we were balancing for its strongest users (assumption: if it were balanced for the weakest users, the strong users would be OP and could only take that rune)
They'd be:
- supports, who have the largest need for gold relatively, or carries that can snowball off the tiniest gold leads
- Auto attack reset champs, on hit effect champs, spammable cooldown champs, or at least is AD/has an on hit effect
- ranged
- low synergy with other runes
Soo Janna, teemo support, Ezreal, vayne, and a few more?
I don't really like the amount of restrictions needed - inspiration tree is a very appealing tree but it's held back by the fact it's more about extremely niche uses and cheese than actually bending the rules. How is getting gold and a few activatables more rule breaking than a skillshot that's not in your kit, or getting HP completely independent of your items and base stats?