Sorcery Tree Propositions.
Hi,
You're expecting it, it's to talk about Sorcery. According to Meddler, Sorcery doesn't need minor runes work whereas Domination (Vision slots) and Precision do [source]. And I strongly disagree with the first part of this statement, simply because Sorcery is the tree which needs the most work right now overall. Note: I won't talk about Keystones simply because they'll be worked on.
https://i.imgur.com/WT7mmUN.png
Foremost: The way runes are ordered. Whereas other trees got some logic behind how each rune is placed next to another. Sorcery tree feels like it's scrambled and they found some convenient lineup names to get them next to each other (Artefact, Excellence, Power) even though, some clearly don't have the same weight.
> Empowered abilities and resource manipulation
The first seems redundant - you'll understand quickly why - while the second is almost nowhere to be found (Manaband). So let's change things shall we?
We've got 5 minor runes empowering abilities: Scorch, Gathering Storm, Absolute Focus, Celerity, Waterwalking. 4 of them gives AP, each under different condition. They're being separated into two lineups [Gathering Storm, Waterwalking] under Power, [Celerity, Absolute Focus] under Excellence. Let's group them up first.
https://i.imgur.com/InEXNIy.png
Strengthening lineup. (Basically increases your AP/AD) • Celerity & Waterwalking should be mixed together: "You gain 1% Bonus Movement speed; in the river this bonus is doubled/tripled/???ed. You gain X AP/AD equal to Y/Z% of your Movement speed, in the river this bonus is doubled/tripled/???ed"
• Absolute Focus: Requirement should rather be reduced to >60% from >70% HP. Overall it looks fine.
• Gathering Storm: no changes.
https://i.imgur.com/iDmJxEM.png
Overwhelm lineup (Basically empowering your abilities)
All runes will share the same cooldown (2010s at level 118) or interaction with CDR (12s at 40% 11s at 45% CDR). They're all taking effect after 1 second.
• Scorch: Add a small AD/AP ratio (0.2/0.1). (The AD ratio is higher because the damage stays magical)
• [NEW] : Your next ability causes a reduction of AR/MR (3/5/7/10 at level 1/6/11/16) for 3s.
• [NEW] Curse: Your next ability causes a reduction of the enemy (X) AD/ (Y%) AP for 2s. (A % AP because it can go realistically higher than AD)
NB: I though about inflicting a Brittle debuff but the way it is represented currently through Ornn feels like it shouldn't be here at all. Not even as a Keystone. So I decided to go for stats reduction so people can play and trade around windows to try getting the best out of their opponent. While Scorch got a purpleish smoke, Acid and Curse should respectively gets a greenish, darkish smoke.
NB2: Acid & Curse could be mixed. And Nimbus Cloak could be there. (I have a little OCD so I want it to be 3/3/3 and not 3/3/4 like some other trees coughs)
Last but not least.
https://i.imgur.com/oO22vdK.png
Willpower lineup (resource manipulation part: Mana/Life/CDR)
[DELETED] Nullyfing Orb; Nimbus Cloak
• Manaflow Band : No changes.
• [NEW] Life Tap: If you don't have enough ressource for a spell you can use it at the cost of your HP. Every time HP is used to cast a spell, the HP cost is reduced by 10% down to 25% of the mana cost (from 125%). Once stacked: Increases by 5% all sources of health regeneration. Notes: No-ressource champions can still use it and stack it, they just won't get reduced costs from it. The HPs used interact with Eternity [Catalyst of Aeons' passive].
• Transcendance: [UNCHANGED] Gain 10% cooldown reduction at level 10. [DELETED] Additionally, you gain either 2 Ability Power or 1.2 bonus Attack Damage (Adaptive) for every 1% cooldown reduction in excess of the cap. [NEW] Excess CDR will affect Summoner's spells Cooldown.
NB: The more I'm using Transcendance the less I'm going that much over the cap. (Usually no more than 10% above I think everyone can agree on that). Even though, that's a huge AP/AD loss from there (20 AP / 12 AD). I think other runes could be tuned (worse case scenario) to make up for that. That's why I went for this change. At first I wanted to give it a passive (Using a summoner spell reduces Summoner spells cooldown by 2% up to 20%) then I remembered that the two other runes proposed a stack&reward mechanic. That's why I decided to go for that. NB2: As AirKingNeo suggested, Transcendance could give 1% CDR every level up to 10% at level 10.
What do you guys think? Don't think a lot about the numbers I put here and there I did that from the top of my head. You could still give me number corrections with a reason why I don't mind at all to talk about that.
Thanks for reading. Thanks to HnK Kenshiro and his dividers post source
EDIT - There's a miscommunication probably on my side even though I don't get where people read that I'm removing the 10% CDR. To be clear: Transcendance 10% cdr won't change. It's the second passive which will change.
I made a few changes. (I didn't have the time to edit everything and answer to everyone I'll do it once I can)