Random anti-ranged idea for either an item or a rune

OyddAWqJ5r··15 votes·587 views

Reduces damage taken from ranged champions by 10% (x% whatever) when within half of their maximum basic attack range.

Or

When within 350 units (since some melee's have 325 base range, not counting Aatrox's ridiculous ult range). And with this suggestion Kog isn't just debuffed vs the target for casting W.

Could be any type of item but most likely one that favors melee champs cuz they'd be using it so something like an Armor/MR/Health item or a Resolve Rune (assuming it'd have to replace one).

Heck it could be an AD Assassin item so Assassins aren't supposedly 1v1'able by ADC's when they dive them.

6 Comments

Critmaster Garen4 votes

this should be one of the resolve runes.

they should rework iron skin and mirror shell into a single early game resist rune, make conditioning better as a lategame resist rune, and replace one of the two slots with this.

Spoofghoul1 votes

I completely agree

I had some of my own idea's for better resolve runes they are in here v

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/q6dMaou6-anyone-else-feel-dissapointed-by-the-resolve-rune-path

Though something which considers range seems like a good idea too

LankPants1 votes

Here's what I'd do


Conditioning: Gain 4% increased armour and magic resist per 10 minutes of game time


Bulwark: 10% reduced damage taken from over 450 range


Iron Skin: +4 armour and +4 MR


I think these runes would be much more interesting and add actual choices to the rune slot, at current I'm pretty sure everyone's just going to run Conditioning.

Critmaster Garen1 votes

{quoted}

Here's what I'd do


Conditioning: Gain 4% increased armour and magic resist per 10 minutes of game time


Bulwark: 10% reduced damage taken from over 450 range


Iron Skin: +4 armour and +4 MR


I think these runes would be much more interesting and add actual choices to the rune slot, at current I'm pretty sure everyone's just going to run Conditioning.

conditioning isnt bad, it should just be stronger. they could just buff the value. make it 6 armor/mr and 10% bonus resistances at 10 minutes. the infinite scaling defense slot is already taken by overgrowth, which is fine.

mirror shield and iron skin should be replaced by something like siegemaster to give you (and your turret) like 10 extra armor/mr while youre near turrets. just a rune in case you have to play defensive during the early game and to protect you from very early tower dives.

the third rune could be something like the op described. taking 50% less damage from ranged basic attacks, when youre in melee range of the attacker.

i also like the idea of adaptive armor. it was one of my favourite season 5 masteries. you gain 10% of your highest resistance as bonus to your other resistance.

Niaphim3 votes

This or something like this just has to be in the game. The counter for range should be sitting in the face of ranged champions. Though, as someone who plays mages and faces adcs, I'm fairly biased and would only apply this to autoattacks.

DJMason881 votes

Shouldn't the reduction only apply on basic attacks? This seems pretty harsh to mages, especially battlemages who are supposed to be in the middle of a fight.

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