maybe Key stones isn't the best of the ideias.

Tin of sardines·8/24/2017, 8:39:25 AM·1 votes·152 views

look, i get it, it need something new to not get boring. but it's really need to get all that craziness into the game? if so, why not just change normals for URF? (for suggestion in how to make a RM great, please think inside of the box) ...

my point is, there's a very quick solution for the rune problems that should be run. just take 9 slot out of the equation.

I also ask: way not both? maybe a hybrid solution works best.

in that line of thought: please, remember to avoid messing too much with some core game mechanics, is bad enough having champions that end-up too good too bad because of design, think about ending-up with some key-stones that make some champions too good or too bad.

in the end, the main idea is to flex some champion a bit to better suit a different that ideal scenario, no to open some crazy never seem before possibility. in another other words, the sum of all keystone power divide by the number of keystone should be equal to the individual power of each key stone. yes, some is going to be better or worse in some champions, but please notice that, from what i heard, we are running into A is way better that B scenarios. and that doesn't solve the current problem and may cause unforeseen consequences.

to be more short: remember to not en-up with "A is always the right choice" and avoid messing up with mechanics that have be broken since the game was made. and if something really, really, need fixing, look at the core of the problem, and find a solution that fix it, not band-aid it.

I think that make things clear, I may not try to explain it further.

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