Runes

MoldyCheese1·10/17/2018, 4:57:17 AM·1 votes·859 views

This is gonna be a short 12:42 AM post.

Fleet footwork: Terrible rune, champions are defined by their gameplay. If a champ is weak in the early game but scale. They shouldn't get shit that carrys them. When this rune is strong the game is not fun by any means.

Press the attack: Kinda boring, but i could be comparing it to its pbe version of infinite stacking fervor (which sounded awesome.)

Lethal Tempo: Its buffer period combined with its excessive late game orientation and a multitude of other reasons just makes this rune kinda useless. A major factor would point to the length of games and the priority of just getting fed and winning.

Conqueror: True damage fervor; as someone who uses this rune frequently, I need to say its just really stupid, adding true damage to the game in my opinion is never a viable option. (this applies to the new ie) You just can't build to fight it and it still bursts.

Summon Aery: Beyond broken, this rune's mechanics are so overturned in terms of power that its actual power needs to be negligible to even put it in its "balanced and fun" state.

Arcane Comet: Comes up to fast for people that wanna perma-poke.

Phase Rush: This rune is actually really stupid and extremely poorly made, i feel like the only real fair way to fight excessive speed is slows or stuns and this removes one. (yay this is like the 3rd copied rune)


Electrocute: Its just pre-nerf thunderlords. -_-

Darkharvest: Haven't been around long enough to have a good reference. But this rune is stupid (uhhhhhhhh...6 dark seals lux?)

Hail of Blades: Make a new rune, no change will ever make this rune balanced and useful.

Predator: This is kinda ok, I don't fight it enough to hate it so....Good Job?


Entire Resolve Tree: Internal Screaming

< Over Flow error >


Kleptomancy: Cool and broken, if this rune actually found a middle ground of balanced and usable that would be neato with me.

Glacieral Augment: Just buy the item This rune its a point of toxic and stupid. Feels lazy and boring for both sides. Recommended removal

SpellBook: Really broken in both concept and use. (Still weaker than zoe W :L )

I'm tired now, Gnite

[zombie-nunu-bummed]

2 Comments

Cotten Eyed Joe10/17/2018, 5:12:29 AM1 votes

{quoted}

Fleet footwork: Terrible rune, champions are defined by their gameplay. If a champ is weak in the early game but scale. They shouldn&#039;t get shit that carrys them. When this rune is strong the game is not fun by any means.

This rune is to help sustain people, so generally it is used by weak champs and is made to be used by weak laning champs. Not broken.

Lethal Tempo: Its buffer period combined with its excessive late game orientation and a multitude of other reasons just makes this rune kinda useless. A major factor would point to the length of games and the priority of just getting fed and winning.

This rune is used for late game damage, not early game. So no shit it's bad early.

Conqueror: True damage fervor; as someone who uses this rune frequently, I need to say its just really stupid, adding true damage to the game in my opinion is never a viable option. (this applies to the new ie) You just can&#039;t build to fight it and it still bursts.

Buddy, there's something called health stacking. It counters true damage.

Summon Aery: Beyond broken, this rune&#039;s mechanics are so overturned in terms of power that its actual power needs to be negligible to even put it in its &quot;balanced and fun&quot; state.

Good, solid damage early for poking, absolutely garbage late game. Generally used as a support rune. Not broken lmao.

Arcane Comet: Comes up to fast for people that wanna perma-poke.

Only used on mid lane casters.

Phase Rush: This rune is actually really stupid and extremely poorly made, i feel like the only real fair way to fight excessive speed is slows or stuns and this removes one. (yay this is like the 3rd copied rune)

So I guess extra speed is bad because....? It's not fair cause of movement speed buff? Oh shit better remove all boots.


Electrocute: Its just pre-nerf thunderlords. -_-

No it's a more damaging, higher CD TLD. Which is good for assassins.

Darkharvest: Haven&#039;t been around long enough to have a good reference. But this rune is stupid (uhhhhhhhh...6 dark seals lux?)

Not stupid, it's abusable early game and hard to play against late. Like Nasus or Veigar. As well as it's getting nerfed so...? And Dark seal damage doesn't stack btw.

Hail of Blades: Make a new rune, no change will ever make this rune balanced and useful.

Usefull on champs like vayne that require 3 hit passives.

Entire Resolve Tree: Internal Screaming

Resolve tree isn't that bad..?

&lt; Over Flow error &gt;


Kleptomancy: Cool and broken, if this rune actually found a middle ground of balanced and usable that would be neato with me.

Not broken, actually nerfed heavily, pretty bad imo. The fact that Ezreal and GP isn't taking Klepto anymore speaks volumes.

Glacieral Augment: Just buy the item This rune its a point of toxic and stupid. Feels lazy and boring for both sides. Recommended removal

Glacial Augment is for champs to be more sticky. Things like Tahm Kench and Ahri therefore abuse this rune well. Maybe a few tweaks, nothing major.

SpellBook: Really broken in both concept and use. (Still weaker than zoe W :L )

Spellbook - Eh it's okay. The fact that you need to swap 3 more times and that there's a maximum of 6 swaps makes it duable. Good early game rune. Absolutely garbage late. The first iteration of spellbook was broken, this one is pretty balanced.