Rune feedback & suggestions
##Precision
Triumph: Needs to work the same way Katarina's passive does. Activates whenever an enemy champion dies within 3 seconds of damaging them.
##Sorcery
Waterwalking: Instead of giving adaptive stats like celerity, this rune could have its own niche as a sustain option. In addition to the +25 movement speed in river, walking on water would gather power in similar way how luden's echo charges. After fully charged, hitting enemy or ally with an ability could heal you or the target ally for 15-70 health (based on lvl). After all, water is the healing element
Manaflow band: Activate only if user is below 80% mana. A timer would also be nice.
Scorch: Apply effect to all targets hit by the enhanced ability instead of just one target.
##Resolve
Grasp of the undying: Let players get 10 permanent heath per use up until they have gathered 70 health (without restricting ranged champions). Afterwards change health stacking as it is currently. This way ranged champions won't feel totally cheated when picking this rune.
Iron skin / Mirror shell: These runes should be combined and the choice between armor or magic resist should be made in-game rather than in champion select. This would give room for an additional resistance rune and reduce the mandatory rune swapping based on what enemy team picks. (A resistance rune for squishy champions which bolsters their defenses at certain time windows would be cool. For example a rune which gives shields a base resistance of 70 armor/mr instead of using the champions own resistances... probably needs a cooldown)
Overgrowth: Each jungle camp should be worth 4 deaths towards this rune (just like how they are now considered 4 cs per camp). Two camps should always increase health by 0.2%.
##Inspiration
Kleptomancy: Gold should accumulate over time and claimed when the effect is proc'd. One gold accumulated per second for up to 25 gold. This would mean champions who can proc the effect often would not benefit from this rune more than champions who can proc it less often. Also convert wards into gold if no inventory space. Placing out wards in random locations is pointless.
Hextech flashtraption:
Allow user to move slowly during charge animation. 80% 99% movement speed reduction during channeling would be fine.