How I would Rework Runes

Kumiho Ahri··1 votes·1,093 views

First, remove all minor runes except for the stat shards.

Second, rework the Keystones into something that can be understand by everyone: veterans, normies, noobs and even the Riot balance team.

#Domination Elektrocute [Removed] "Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 30 − 180 (based on level) (+ 40% bonus AD) (+ 25% AP)."

[New] "+3% damage against Champions"

Predator [Removed] "Boots gain the active effect PREDATOR. The active is disabled for the first 150 seconds of the game. [...] Upon completion, grants bonus movement speed for up to 15 seconds. Grants 67.5% bonus movement speed for the first 1.5 seconds, reduced to 45% afterwards, until your next attack or damaging ability, which deals 60 − 180 (based on level) (+ 40% bonus AD) (+ 25% AP) Adaptive damage."

[New] "+5% damage against Champions;+3.5% damage taken from Champions"

Hail of Blades [Removed] "Basic attacking an enemy champion grants 75% − 125% (based on level) bonus attack speed for your next 3 basic attacks. While active, Hail of Blades ignores the attack speed cap."

[New] "+4%/+2.5% (Melee/Ranged) damage against Champions from AA; +5 Lethality and 4 Magic Penetration"

Dark Harvest [Removed]

#Precision Press the Attack [Removed] "Basic attacks against enemy champions apply stacks for 4 seconds. Attacking a new target removes all stacks from the previous target. Applying 3 stacks to a target deals 40 − 180 (based on level) Adaptive damage and makes them Exposed for 6 seconds, causing them to take 8% − 12% (based on level) increased damage from all subsequent sources (except from true damage)."

[New] "+1.75% damage (doubles against structures and epic monsters)"

Lethal Tempo [Removed] "After 1.5 seconds upon damaging an enemy champion you gain 40% − 110% (based on level) bonus attack speed as well as ignore the attack speed cap for 3 seconds. Attacking a champion while the effect is active will extend the duration to 6 seconds."

[New] "+1% damage (doubles against structures and epic monsters); AA deal additional 10% of your AP as bonus magic damage "

Fleet Footwork [Removed] "Moving and attacking generates Energize stacks, up to 100. When fully energized, your next basic attack gains FLEET FOOTWORK. FLEET FOOTWORK: Your next basic attack restores 3 − 60 (based on level) (+ 30% bonus AD) (+ 30% AP) health and grants 20% bonus movement speed for 1 second. On ranged champions, against minions, the healing is only 20% effective."

[New] "heals for 7% of damage dealt (66% less effective for AoE dmg)"

Conqueror [Removed]

#Resolve Grasp of the Undying [Removed] "Dealing or receiving damage within 2 seconds generates one stack every second. At 4 stacks, your next basic attack within 6 seconds, against an enemy champion deals 4% of your maximum health bonus magic damage, restores 2% of your maximum health, and permanently grants 5 bonus health. The empowered attack duration refreshes whenever dealing or receiving damage. On ranged champions, the effects are reduced by 40%, down to 2.4% of your maximum health, 1.2% of your maximum health, and 3 bonus health respectively."

[New] "+3% max. HP"

Aftershock [Removed] "Immobilizing an enemy champion grants 70 − 120 (based on level) bonus armor and bonus magic resistance for 2.5 seconds. After the duration, you release a shockwave that deals 10 − 120 (based on level) (+ 3% of your maximum health) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters."

[New] "increases your total armor and magic resistance by 8%"

Guardian [Removed]

#Sorcery Arcane Comet [Removed] "Damaging an enemy champion with an ability hurls an Arcane Comet at their current location, dealing 30 − 100 (based on level) (+ 35% bonus AD) (+ 20% AP) Adaptive damage after a brief delay."

[New] "+5% CDR ; +5% max. CDR ; +15% CDR for items ; +10%CDR for summoner spells"

Summon Aery [Removed] "Damaging an enemy champion signals Aery to dash to them, dealing 10 − 40 (based on level) (+ 15% bonus AD) (+ 10% AP) Adaptive damage. Healing, shielding or buffing an ally signals Aery to dash to them, shielding them for 35 − 80 (based on level) (+ 40% bonus AD) (+ 25% AP) for 2 seconds."

[New] "+7.5% heal and shield power (doubles on targets below 25% health)"

Phase Rush [Removed] "Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period grants you 25% − 40% (based on level) movement speed and 75% slow resist for 3 seconds."

[New] " +5 MS when out of combat ; +5 bonus MS on item 3006 item 3117 item 3009 item 3158 item 3111 item 3047 item 3020 ; +1.5% total MS"

#Inspiration [Removed]

14 Comments

The entire team4 votes

You literally removed all the effects from the keystones and replaced them with stats.

Kumiho Ahri1 votes

Yes that is the point.

The entire team3 votes

[{quoted}](name=Kumiho Ahri,realm=EUW,application-id=3ErqAdtq,discussion-id=I8JyAbyL,comment-id=00010000,timestamp=2018-12-28T03:20:36.775+0000)

Yes that is the point.

Do you have to purchase the runes with IP? Do you have to be level 30 to be able to use all of them?

Kumiho Ahri1 votes

They are all free. No level requirments.

The entire team1 votes

[{quoted}](name=Kumiho Ahri,realm=EUW,application-id=3ErqAdtq,discussion-id=I8JyAbyL,comment-id=0001000000000000,timestamp=2018-12-28T03:28:10.437+0000)

They are all free. No level requirments.

Do quints exist? Isn’t it nostalgic to have the newbies pay for the runes just like the pros? Won’t you disappoint Faker if you didn’t?

ModWulf Helhammer5 votes

Aaaaaand you missed the entire point of why Runes were changed in the first place.

Kumiho Ahri1 votes

But it is works better that way [sg-lulu]

CauseSCIENCE2 votes

[{quoted}](name=Kumiho Ahri,realm=EUW,application-id=3ErqAdtq,discussion-id=I8JyAbyL,comment-id=0001000000010000,timestamp=2018-12-28T03:34:38.237+0000)

But it is works better that way [sg-lulu]

yeah but basic stat runes aren't interesting or strategic. They also can't synergize with champions at all.

Kumiho Ahri1 votes

They cant just squeeze in more strategic elements when the game gets stale. This is madness.

Dr Dog1 votes

or you could, and hear me out, revert the runes system, make runes free and all able to be bought at level 15, bring back the old masterys, then ya got it! a managable rune system that doesnt ruin the game for a big portion of the playerbase

Kumiho Ahri1 votes

Yes. That works too, but dont forget to call it a rework. Rito hates reverts xD

xDogMeatx1 votes

why not remove the damage from all the runes and ADD abilities to them instead of putting burst or damage amplifying attacks in it. like how phase rush works or how predator speeds you up excluding the damage part.

Kumiho Ahri1 votes

Most champion were balance around the items and their abilities. Making new abilities accessable through the rune system would break alot.

xDogMeatx1 votes

[{quoted}](name=Kumiho Ahri,realm=EUW,application-id=3ErqAdtq,discussion-id=I8JyAbyL,comment-id=00020000,timestamp=2018-12-28T04:50:15.681+0000)

Most champion were balance around the items and their abilities. Making new abilities accessable through the rune system would break alot.

at least its better than adding a bunch of derpish damage for no reason at all

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