1.Show how many stacks you have to change summoners and the cooldown for the next stack if you don't already have the maximum amount
2.Let you swap two summoner keybindings for free (Changing Flash (D) + Ghost (F) into Ghost (D) + Flash (F)).
3.Enhance summoner spells slightly if you have the rune.
I like the idea of this, especially point 3.
Unsealed Spellbook is really difficult to utilize correctly, I can only think of a few situations where someone could use it.
- Grabbing an extra
for Baron or Dragon maybe?
- Switching
for
or vice versa in the support role
- Maybe swapping
or
to
in top after some early cheese after 2 min
- Grabbing
for Enchanters late game?
Anyways I think those are fine... they're just really situational IMO. So say you had some sort of buff to the summoner spells, making them slightly unique, would help make this rune more accessible in common game areas. I'm just gonna try to list off some possibilities for each one. (I'M NOT GOOD AT THIS, FEEL FREE TO REPLY TO MY COMMENT WITH YOUR OWN IDEAS)
-
ONE of the following, NOT all of them
-
Maybe a bigger shield/shield lasts longer
-
Could grant a small burst of movement speed
-
Reflects 5% of damage taken from barrier shield to attacker
-
ONE of the following, NOT all of them
-
Grants more mana to allies
-
Grants mana regen buff of +10% for 5 seconds
-
Mana spent 2 seconds prior to cast get refunded
-
ONE of the following, NOT all of them
-
Disables incoming crowd control for 0.5 seconds
-
Grants movement speed based on how heavy disabled crowd control was
-
Lower Cooldown by 2 seconds when successfully disables crowd control (max 10)
-
ONE of the following, NOT all of them
-
Slow increased based on remaining HP
-
Slow becomes a decaying slow with higher initial slow
-
Duration increased by 0.5 sec
-
ONE of the following, NOT all of them
-
Range increased slightly
-
Flashing over walls lowers cooldown slightly (5 seconds? idk)
-
ONE of the following, NOT all of them
-
Accelerates to 45% movement speed sooner
-
Lowers slow percentages affecting user (5%?)
-
ONE of the following, NOT all of them
-
Movement speed buff increased
-
Heals more health but over time
-
Heals up to 3 allies (1/2/3 for levels 1/9/16)
-
ONE of the following, NOT all of them
-
Grievous wounds affect amplified
-
Duration lowered for higher damage per tick
-
Truesight vision now granted as AoE around ignited target
-
ONE of the following, NOT all of them
-
Deals more damage
-
Increased range
-
Increased time frame to jump to marked target
-
Cooldown lowered by level
-
ONE of the following, NOT all of them
-
Health gained back increased
-
Cooldown lowered when used on epic monsters (Dragon/Baron/Rift Herald)
-
Smite variations (Chilling and Challenging) deal (more) damage on cast
-
ONE of the following, NOT all of them
-
Channel duration lowered by 1 second
-
If interrupted, cooldown returns at 33% of original cooldown
-
Teleports slightly further behind normal destination on arrival (the directly behind object in direction of base arrival point)
These are just little thoughts I had on the matter, I haven't done any form of testing AT ALL so it's all just my mind being imaginative obviously some of the things I came up with would be actually broken, some others being so weak and making no difference at all.