Ideas to specialize the rune system: Precision

JeaneGreene·12/5/2018, 9:39:07 PM·2 votes·1,437 views

The current rune system is a bit of a mess. On one end there are runes that are so good that you just have to take them if possible, and on the other hand there are depressingly bad runes that almost never see any play. I want to make each rune unique and deliver on the “theme” of the rune (my perceived theme). Without further ado, let’s start with

Precision

Keystones

Press the Attack: Goals: To make a rune that emphasizes on working with your team to attack a certain target.

Changes: Remove Adaptive Damage. Exposed damage buff is increased to 12-16%. Allies attacking the target instead deal 16-20% bonus damage. Once a target is exposed, you can immediately begin to mark another one (but not two champions marked at once). Single target spells can now add stacks.

Reasoning: This is to prevent hit and run with the rune (which has become all to common) while also delivering on its theme of “working together!” The hefty damage buff should be enough to offset the previous burst.

Lethal Tempo: Goals: Satisfy the fantasy of 5.0 Attack Speed Kogmaw (and other super fun builds).

Changes: None (Say in the comments if it needs a change).

Reasoning: I think it delivers on its fantasy in a fun and balanced way. For the enemies, they have a warning (audio cue) to allow them to disengage, and for allies is a massive boon late game for crit and on hit builds. Really really well designed imo.

Fleet Footwork: Goals: Make a defensive rune to help poor laners scale into late game.

Changes: None

Reasoning: Does what it should do. Especially on champs like Kass or Sol jg it helps tide them over until late without an absurd amount of sustain.

Conqueror: Goals: Create a dueling rune that -helps with tank shredding.- New: Create a strong early game rune that loses some power as the game goes on (similar to fleet.)

Changes: True damage conversion removed. Stacks are gained every half second, but only when in contact with champions. At full stacks grants adaptive force and causes abilities and attacks to apply a 15% slow for 1 second on hit. Bonus duration increased. Isn’t refreshed by attacking minions (but is refreshed by attacking champions).

Reasoning: Too often is conqueror used in a cowardly way, where instead of “conquering” the laner is just holding onto it until a trade starts. Now, conqueror will help champions who are supposed to be Lane powerhouses be Lane powerhouses. An Illaoi can pick it up for the slow and bonus damage in exchange for losing some power in late.

Heroism

Overheal: Goals: Have champions gain extra value from lifesteal by gaining a Yasuo-Style Shield.

Changes: Being healed over your max health grants stacks of “Overheal.” Upon entering combat with an enemy champion, epic or large monster, consume the stacks to create a shield for up to 20% of your max hp. (Needs max stack number and conversion).

Reasoning: Too “not noticeable,” especially if minion aggro just immediately devalues your hard earned shield. The changes also help more passive adc’s and carries have slight anti Assassin shields.

Triumph and Prescence of Mind don’t need changes (in my opinion)

Legend

Legend: Alarcrity Goals: Reward patient play with a late game bonus (this being Attack Speed)

Changes: None

Reasoning: Accomplishes its goal comfortably without devaluing other options in Legend (directly).

Legend: Tenacity Goals: Reward patient play with a late game bonus (this being Tenacity)

Changes: None

Reasoning: Good players will find the use in tenacity, especially with it being such a volatile stat to even have.

Legend Bloodline: Goals: Reward patient play with a late game bonus (this being -Lifesteal- Adaptive lifesteal or spellvamp)

Changes: Increase maximum stack healing from 8%-10%. Start with 2% Adaptive-steal. Make the Lifesteal into spellvamp (if AP is higher).

Reasoning: Allows AP champions to spec into Precision and actually have a rune that works for them.

Combat

Coup de Grace: Goals: Help kits focused around executing enemies (like Jhin or Veigar) Suceed at their goal.

Changes: Remove Adaptive force gained after kill. Coup de Grace damage bonus is now scaling, starting out at 5% bonus at 40% enemy hp, and scaling to 15% at 10% enemy hp.

Reasoning: Too often is Coup de Grace taken because it is just a Damage Increase. Now, you will have to be patient and time your abilities as late as possible to get the most damage, hence the “executor fantasy.”

Cut Down: Goals: An anti tank rune designed to punish health stacking.

Changes: Raise first health threshold to 400 health, but increase damage buff to 8%. Increase 2000 health damage buff to 16%.

Reasoning: A 4% damage increase only some of the time is just too bad in comparison to other runes at this spot.

Last Stand: Goals: Risky champions that want to stay around low health (Vlad and Kled) have a tool to help them just barely edge out their opponent.

Changes: Last stand continues to scale, up to 20% at 0.1% health.

Reasoning: I see last stand as a rather dramatic rune. By capping it at 30% max hp, it rewards you for playing chicken instead of fighting to the death.

Imma do more of these when I get the time. Feel free to tell me in the comments your thoughts and ideas.

Next up: Domination

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