Complete rune system overhaul idea for season 9+ that resets power creep
I notice that people miss the old mastery and rune systems, where you gave yourself small bonuses to suit your playstyle, or make up for what your champ is lacking, but you could rarely use them to change the way a champion is played. Today, we have keystones, various passives, and full stat buffs based on the types of runes you are using. Season 7/8 is built to optimize your champion to act more efficient in its role than originally designed, leading to 3-hit combo champs getting extra 3-hit damage with electrocute and press the attack (hence more 100-0 trades). With the mastery system described down below, it brings us back to a system that brings back the uniqueness of champion kits, where you have that one passive that defines your playstyle. I still put in capstone abilities, but they are not as powerful as the keystones we have today.
Rune Pages
One of the important features of this mastery system is the customization. There is no ladder, only if you desire a keystone. All of the runes can be ranked up to five times, with the exception of Cosmic Insight and Piercing Blows, because they have ten ranks. When you level up from 1-30, you get one point to spend in your rune list, and you can put it in any rune on the list.
Each rune is connected to a particular set of rune types: Precision, Domination, Sorcery, Resolve, and Inspiration. A rune could be tied to one or two rune types. Ranking up that rune puts a point into one or both of those rune types. The maximum amount of points you can have in any type of rune is 21, which is the equivalent of four runes at max rank and a keystone. You can then spend 9 points elsewhere.
A keystone is tied to only one type of rune, and requires at least 20 points invested in that particular rune type.
So without further ado, here are the runes! :D
Number of Each Type of Rune
Precision and Domination each have 9 runes and 3 keystones. Sorcery, Resolve and Inspiration each have 15 runes and 2 keystones. Technically, sorcery and inspiration have 14 runes, while precision and domination have 8, but they make up for it with Cosmic Insight and Piercing Blows' extra five ranks.
Runes
Alphabetical order. If anyone has any suggestions for numbers, mechanics, or adding to the list, go ahead in the comments. :)
Alacrity (Precision)
Gain 1 / 2 / 3 / 4 / 5% Bonus Attack Speed.
Biscuit Delivery (Resolve/Inspiration)
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 3 mins, until 3/6/9/12/15 min. Biscuits restore 12% of your missing health and mana. Manaless: Champions without mana restore 16% missing health instead.
Bloodline (Precision/Inspiration)
Your attacks and abilities heal you for 1 / 2 / 3 / 4 / 5% of the damage dealt.
Butcher (Domination)
Your damage against monsters is increased by 0.8 / 1.6 / 2.4 / 3.2 / 4.0%.
Cheap Shot (Precision/Domination)
Damaging champions with impaired movement or actions deals 1 / 2 / 3 / 4 / 5 bonus true damage. Activates on damage occuring after the impairment.
Chrysalis (Resolve)
Your maximum health is increased by 10 / 20 / 30 / 40 / 50.
Conditioning (Resolve)
Your armor and magic resistance is increased by 1 / 2 / 3 / 4 / 5%.
Cosmic Insight (Sorcery/Inspiration)
Your summoner spell and active item cooldowns are reduced by 1.12 / 2.24 / 3.36 / 4.48 / 5.6 / 6.72 / 7.84 / 8.96 / 10.08 / 11.2%, and by an additional 0.16 / 0.32 / 0.48 / 0.64 / 0.8 / 0.96 / 1.12 / 1.28 / 1.44 / 1.6% per level (max 28.8 at 18).
Cosmic Power (Sorcery/Inspiration)
You gain 1 / 2 / 3 / 4 / 5% cooldown reduction and max CDR.
Demolish (Domination)
Whenever you or a nearby allied champion (600 range) makes a basic attack against a tower, the attack deals an extra 1 / 2 / 3 / 4 / 5 bonus physical damage on hit.
Devastating Strikes (Precision/Sorcery)
You gain 1 / 2 / 3 / 4 / 5% lethality and magic penetration.
Dominate (Domination/Sorcery)
Gain an adaptive bonus of 2 / 3 / 4 / 5 / 6 Attack Damage or 2 / 4 / 6 / 8 / 10 Ability Power.
Expose Weakness (Sorcery)
Your damaging abilities debuff enemies for 3 seconds, increasing the damage they take from allied champions by 0.6 / 1.2 / 1.8 / 2.4 / 3.0%.
Fast Walker (Precision/Inspiration)
Your movement speed is increased by 1 / 2 / 3 / 4 / 5.
Frenzy (Domination)
Grants 0.6 / 1.2 / 1.8 / 2.4 / 3% attack speed for 3 seconds after landing a hit with an attack or ability. This stacks up to 3 times.
Glacial Augment (Sorcery/Inspiration)
Whenever you slow an enemy unit, you slow them for an additional 1 / 2 / 3 / 4 / 5% movement speed, to a maximum of 99%.
Greed (Inspiration)
You gain 0.4 / 0.8 / 1.2 / 1.6 / 2.0 gold per 10 seconds.
Hardiness (Resolve)
You gain 1 / 2 / 3 / 4 / 5 armor.
Legendary Guardian (Resolve)
You gain 0.6 / 1.2 / 1.8 / 2.4 / 3.0 armor and magic resistance for each nearby enemy champion.
Manaflow Band (Sorcery)
Your maximum mana is increased by 10 / 20 / 30 / 40 / 50.
Meditation (Sorcery/Inspiration)
Once every 5 seconds, you will restore 0.4 / 0.8 / 1.2 / 1.6 / 2.0% of your maximum mana.
Minions Dematerializer (Domination/Inspiration)
Your damage against minions is increased by 0.8 / 1.6 / 2.4 / 3.2 / 4.0%.
Overheal (Resolve)
1 / 2 / 3 / 4 / 5% of the healing you receive is added as a shield for 1.5 seconds.
Piercing Blows (Precision/Domination)
You gain 1.2 / 2.4 / 3.6 / 4.8 / 6 / 7.2 / 8.4 / 9.6 / 1.8 / 12 lethality and magic penetration
Recovery (Resolve)
You gain 0.4 / 0.8 / 1.2 / 1.6 / 2.0 health regeneration per 5 seconds.
Reinforced Armor (Resolve)
Damage taken from critical strikes is reduced by 2 / 4 / 6 / 8 / 10%.
Resistance (Sorcery/Resolve)
You gain 1 / 2 / 3 / 4 / 5 magic resistance.
Runic Affinity (Sorcery/Inspiration)
Shrine, relic and neutral buff durations are increased by 5 / 10 / 15 / 20 / 25%.
Spellsword (Precision/Sorcery)
Your basic attacks deal bonus magic damage equal to 1 / 2 / 3 / 4 / 5% of your ability power.
Strength of Spirit (Sorcery/Resolve)
You gain health regeneration equal to 0.1 / 0.2 / 0.3 / 0.4 / 0.5% of your maximum mana.
Swiftness (Resolve)
You gain 3 / 6 / 9 / 12 / 15% slow resistance.
Time Warp Tonic (Resolve/Inspiration)
Your potions, biscuits and elixirs last 4 / 8 / 12 / 16 / 20% longer.
Unflinching (Resolve)
You gain 5 / 10 / 15 / 20 / 25% tenacity.
Unyielding (Resolve)
All incoming damage you receive is reduced by 1 / 2 / 3 / 4 / 5.
Wanderer (Precision/Inspiration)
Gain 1 / 2 / 3 / 4 / 5 bonus movement speed while out of combat.
Wealth (Inspiration)
You start the game with 10 / 20 / 30 / 40 / 50 extra gold.
Wizardry (Domination/Sorcery)
You gain 1 / 2 / 3 / 4 / 5% cooldown reduction.
Keystones
Domination
Celerity: Your Bonus Movement Speed is converted to Attack Damage or Ability Power, adaptive at a rate of 4.8% Attack Damage or 8% Ability Power.
Conqueror: After 4 seconds in combat, your first attack against an enemy champion converts 4% of the damage to true damage for the attack, as well as subsequent damage to champions for 3 seconds. Melee Only: Damaging enemy champions refreshes this buff.
Coup De Grace: Deal 7% more damage to champions who have less than 40% health.
Inspiration
Approach Velocity: Gain +10% Movement Speed towards nearby ally champions that are movement impaired or enemy champions that you impair. Range: 1000
Bandit: Whenever you hit an enemy champion with an attack or ability, you gain +5 gold (1.5 second cooldown per champion). Melee basic attacks grant 10 gold instead.
Precision
Cut Down: Deal 4% more damage to champions with 150 more max health than you, increasing to 12% at 2000 more max health.
** Last Stand:** Deal 5 - 11% more damage to champions while you are below 60% health. Max damage gained at 30% health.
Fleet Footwork: Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5 health (10 for melee attacks), and grants +5% movement speed for 1 second.
Resolve
Font of Life: Impairing the movement of an enemy champion marks them for 4s. Ally champions who attack marked enemies heal for 5 + 1% of your max health over 2s.
Perseverance: You gain 150% base health regeneration while below 25% of your maximum health.
Sorcery
Nimbus Cloak: Shortly after casting your Ultimate, gain a decaying movement speed increase that lasts for 2.5s and allows you to pass through units. Increase: 10.
Transcendence: Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 0.6 Attack Damage or 1 Ability Power.
Hope you liked it! :)
Changelog
06/24/2018.
- Cosmic Insight has been changed from 4/8/12/16/20/24/28/32/36/40% to 1.12/2.24/3.36/4.48/5.6/6.72/7.84/8.96/10.08/11.2% (+ 0.16/0.32/0.48/0.64/0.8/0.96/1.12/1.28/1.44/1.6% per level).