Best and worst designed runes. (Not including Keystones)
I’m just curious on what people think are the worst and best designed runes in the game (Not including Keystones). But here is my opinion
Worst: Celerity- Getting free movement speed is strong enough so how is it fair that you get more damage the more movement speed you have. This just encourages players to play like Quinn or Hecarim, start gaining movement speed far out of enemy vision, come out of no where running 500 mph and one shot them.
Minion Dematerializer- Why would you ever take this useless rune over the far better runes in the inspiration tree, it would be better off if this was an entirely different rune.
Triumph- I really hate this rune because players can make dumb plays and get away with it because of how much they heal. For example your opponent could tower dive you and survive one more tower shot just because of this rune or you ignite them to finish them off in a close duel but nope if they kill you first they get to survive your ignite. Plus the extra gold they get makes this even worse if the enemy kills you. Why would you ever take the other 2 runes in the branch when Triumph is just that much better.
Best: Magical Footwear- High risk, high reward. High risk because your opponents could buy boots early to get movement speed you can’t have. High reward because it’s free boots that are slightly better.
Conditioning/Second Wind: You have to make the choice of giving up the early game sustain for mid-late game resistance or the other way around.
Zombie Ward- Really cool idea that you can use the enemies ward against them to give more vision on the map, saving you wards. Although I wish they didn’t remove the part where your own wards became zombie wards and they removed the bonus damage part.
So what are your favorite and least favorite runes, I’d like to hear what others think.