A list of what I think of the new runes

Heelang·11/22/2017, 7:18:36 PM·1 votes·332 views

You should have the list of the new runes up if you don't remember all the names. I will not through all of them, only the ones that I think needs a change and the one that I highly dislike/like. Also keep in mind that the list is made after the considerations of nerf/buffs in the PBE.

Precision Tree Pro: Most runes in this tree are pretty balanced Cons: A boring tree in my opinion. The runes are straightforward and pretty much stats/dmg boosts. Too adc focused and little flexibility.

** Fleet footwork**(keystone): Could need a better scaling lategame. Overheal: The shield** needs** to last longer or even permanently. Right now it decays after a few seconds, making it kinda worthless considering how hard it is to get the shield in the first place. Presence of mind: I think this rune is a bit unreliable and "boring". Could need a change.

**Domination ** Pro: Many cool new runes like the ghost poro. Cons: Not much to say here

Cheap shot: Could need a small damage increase for the cost of higher cooldown. Ghost poro: Would be nice if we could summon an additional poro lategame, but one is also fine.

Sorcery Pro: Most of these runes are good/usefull Cons: The keystones are strong on some champs, and weaker on others(especially DOT mages that lost deathfire touch)

Aery: Everyone was abusing this one, and it got a raw stats nerf which I don't think was the right answer. This keystone was obviously made for shielding mages/supports that pokes frequently. The reason many people abused it was because there was no better keystone to use in this tree. Which makes me think that Riot should add another keystone like many suggests. I don't think diversity is a bad thing and I believe most of us would appreciate that. Celerity: The AP scaling is too low and needs a buff. 100 bonus movementspeed gives a mere 8 AP. A typical lategame movementspeed focused support will max at around 500(165 bonus) movement speed, which gives around 14 AP. 14 AP in lategame is very underwhelming. Gathering storm: A lategame based rune, but considering how early game focused league is, the rune is too underwhelming early. 8 AP or AD after 10 minute is very weak. Definitely needs a buff early game.

Resolve Pro: Strong and useful runes Cons: Not too many options for bruisers other than raw tanky stats.

Guardian(Keystone): Way too high cooldown. It can and do get procced accidently by DOT damage or by stray bullets(autoattacks).
Iron skin/mirror shield: Boring and a bit weak compared to most runes. Could be easily combined and make it adaptive to save space for a better/more exciting rune.

Inspiration Pro: Unique, gives rise to fun and flexible builds. Cons: Keystones extremely strong on a few selected champions, but usually weak on most champs.

Unsealed spellbook: The smite granted by this keystone shows 0 damage on smite(visual bug). Bring the old summoner spells back or at least make it so that you can change to old summoner spells with this keystone. Revive on a low cool down could be useful lategame, and clarity is definitely useful in laning phase. Kleptomancy brought back the old beloved green wards and more. Kleptomancy: I see where this rune is coming from, but the difficulty of using an ability and successfully landing an auto attack makes this rune unappealing to most champions I can think of(exclude GP and EZ). The only good support is Sona, but she also has other options(Aery). Hextech flash: Sounds cool on paper, but you never really get to use it successfully in game. Biscuit delivery: **Needs ** to have a minimum heal. Futures market: 50 gold lending fee needs to be removed. The rune itself is not that good. Minion dematerializer: Should kill all minions in a circle instantly or something similar. It is currently quite useless.

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