New branch of talent.

NeedFly·1/26/2018, 3:05:13 PM·2 votes·277 views

Good afternoon. The new rune system is cool but it all makes the game very fast, explosive. Now almost all the games are a snowball in one of the teams. Very rarely there are games in which, on equal terms, many teams fight, and by the 20th minute counts 19-21, and after all such games with constant battles are very funny.

I do not really like this game where after making one mistake your team can say goodbye to victory and wait for defeat. I have 7 out of 9 matches that were just that today.

I think the new rune branch that I proposed will be able to correct the situation a little.

Title: Equality.

Short Description: Stay calm.

Initial stats: 15 movement speeds, 1.5 mana regeneration and health per second.

Fundamental runes:

"Ancient Teaching" - If you are not the richest champion on the map, you get 1 gold every 1 sec. If you are not the most experienced champion in the team, you get an experience equal to 0.8 * (current level) per second. (Comment: Not the values are not as big as it might seem.In 40 minutes you can get 2400 gold and on average 2 lvl with a constant delay.)

"Secret" - After you and your opponent deal damage to each other, your character will receive a shield in 0.1 sec. at 30-110 (+ 3% of the additional health reserve), the shield is held for 3 seconds. cd-1 sec.

"Bloody Ruby" - At the beginning of the game gives an item similar to item 1028 . Its characteristics: 60 - health.

(Unique) passive - veteran scars: Taking damage from the enemy champions in the amount of 100 or more permanently increase your health by 8 (or 4 for shooters). There is no limit. Recharge - 5 sec.

Bloody ruby can be used in assemblies as "Ruby crystal" in which case the increase in xn will remain as a unique effect, but it will cease to grow. For this, you can turn it into a ruby crystal in a store for 0 gold.

The first runes: Talismans.

"Homemade Bracelet" If the character misses the damage ability, it charges for 1 second + 23% faster..

"Pledge" Your murders, assists and deaths are summed up. Each 5 event has a special effect. The fifth murder will give 25% more gold and increase the target's regeneration time by 25%. The fifth death will give opponents 25% less gold and accelerate the revival by 25%. The fifth assistant gives 40% more experience.

"Red Dragon Scale" If after 10 minutes, your critical chance is 0, you get 6% af ( at least 10) and 6% ap (at least 14).

Second runes: An assessment of the situation.

"Thrift" If at the moment of destruction of any structure you are near (800), you get 65 (+15 per subsequent) of gold.

"Mindfulness" You see the enemy's wards for 1 second longer after installation. After death or murder, leave the wards at the scene for 120 seconds.

"Accuracy" If you have less than 50% hp enemy wards you do not see.

Third runes: Memory.

"Bitter experience" The time of your rebirth, at death, is reduced forever by 2 seconds. The maximum reduction is 14 seconds. If you gave the first blood for 5 seconds and it does not go to the overall standings.

"Rarity" At the beginning of the game takes 4 slots with items that do not give any characteristics. At any time, they can be sold separately. The value of each 30 + 10 per minute.

"Offenders" For each unique death from the champions of the enemy increases the damage dealt and reduces the damage you take by 3%.

P.S. The figures are based on my feelings and three-year experience of the game. I also want to ask you to write everything you think and in plain language. English is not my native language.

1 Comments

Kokua1/26/2018, 3:36:44 PM2 votes

Your proposal for the Blood Ruby sounds incredibly overpowered. It would be an item that would be smarter to never use like you're proposing, and something you keep all the way to the end of the game. You need a cap on it if you ever hope for it to actually become a thing.

The Pledge is heavily inflated in numbers and quite unpleasing to think about.

The Red Dragon Scale needs a secondary effect if you do have critical chance.

The Accuracy text.

  • "Accuracy" If you have less than 50% hp enemy wards you do not see.
  • "Accuracy" If you have less than 50% hp enemy wards do not see you. How would this take effect though? Would walking near the ward disrupt it like a pink ward? You would still be revealed briefly until you got close enough and long enough to disrupt it.

The Bitter Experience text.

  • The time of your rebirth, at death, is reduced forever by 2 seconds. The maximum reduction is 14 seconds. If you gave the first blood for 5 seconds and it does not go to the overall standings.
  • Your respawn timer is reduced by 2 seconds per death (max 14 seconds reduction). If you are first blood, your respawn timer is reduced by 5 seconds (does not exceed max).

The Rarity sounds like a nice idea for supports.

The Offenders would lead to people intentionally dying for the buff.