Keystone Runes (A Lot of Text)

Alexi0001·6/11/2018, 8:32:11 AM·9 votes·2,732 views

Disclaimer-This is my opinion and you don't have to agree with me, and if you have a different perspective that's fine. Feel free to debate my ideas. Numbers in the proposed changes are placeholders that I just thought of when i was writing it. Imagine them as (x). I know that I used activating boots in a few of the runes, but the effects are still unique from one another.

The mediocre runes go basically unused unless a champ synergies extremely well with the rune (Predator-Hecarim ). Although the runes are fine for the most part, a majority prefers the other runes because they don't have a weakness to them.

Domination: Electrocute, Predator, Dark Harvest, Hail of Blades

Electrocute is an example of a rune that doesn't really have a downside except it's longish cooldown, in that, the majority of champs can easily proc electrocute within the timeframe. Since electrocute is based on burst, the damage should stay the same; however, a few seconds after proc-ing electrocute, it would reduce the damage dealt by the champ (that activated electrocute) by (x)% for (x) seconds.

Predator is a good rune that shouldn't change much aside from a few minor touch-ups. Relatively exploitable weakness with the clear indicator, channel time, and long cooldown.

Dark Harvest is another good rune that shouldn't change much due to the time it needs to stack and the necessity to manage the souls to actually use the buff although the base damage should be lower in the early game to give more to the identity as a scaling rune.

Hail of Blades is another rune with an exploitable weakness with its requirements of the necessity to attack within a timeframe and an out of combat cooldown time. For the most part, Hail of Blades is a good rune.

[slayer-jinx-catface]

Precision: Press the Attack, Lethal Tempo, Fleet Footwork, Conqueror

Press the Attack is basically a three hit passive on a rune that doesn't really have a unique identity where Press the Attack should be more like Fervor of Battle (rewarding being in combat for longer by gaining stacks that disappear after leaving combat for a bit), or Press the Attack should lower the proc damage while increasing the vulnerability damage (maybe have vulnerability damage increase the longer in combat).

Lethal Tempo is a good rune that should remain the same for the most part although the cooldown on the ability could be increased by a bit (10 seconds instead of 6 seconds), so there is a wider opportunity to punish.

Fleet Footwork is another example of a good rune that shouldn't change a lot as a result of it's requirements of needing 100 stacks, low early healing, and the healing becoming 20% as effective for ranged.

Conqueror is a rune that's activated contents are fine, but the activation requirements should be harder. Instead of simply being in combat for 4 seconds, the requirement should be in combat with champions for 4 seconds (maybe buff the % damage converted to true damage to prevent Press the Attack from just being a better option for champs). The duration before the proc activates should be clearly displayed to be more easily played around.

[slayer-jinx-unamused]

Sorcery: Summon Aery, Arcane Comet, Phase Rush

Summon Aery is undoubtedly just a stat stick that gives champs a lot of early damage for free. A proposed change could be that you have to activate a buff through boots (that is very noticeable) that would last a small timeframe (3 seconds), and the next ability would have an addition effect. For damaging spells, the Aery would latch onto targets granting exposure damage for (x) seconds while shielding and healing effects would last a longer period of time (due to the upcoming nerfs to shield duration). The Summon Aery cooldown would be increased to (x) seconds to provide opponents the opportunity to capitalize on the use.

Arcane Comet, again, is just a buff with no prerequisite aside from its cooldown. Arcane comet (like Summon Aery) is in need of a complete overhaul on how the rune works. Arcane Comet should operate on a charge system where you gain comet charges after hitting abilities when you have a buff that you get every (x) seconds till you reach a maximum of (x) comet charges (both scaling per level). After channeling boots, the next ability that hits an enemy champion within (x) seconds expends all the comet charges and rains down comets relative to the hit champion equal to the number of comet charges.

Phase Rush is a good rune; however, I believe that Phase Rush should be more akin to it's burst in ms rather than a constant ms after proc-ing for 3 seconds. Phase Rush should give a greater boost in movement speed that quickly decays over the duration, or greater boost in movement speed that lasts for a shorter period of time.

[slayer-jinx-wink]

Resolve: Grasp of the Undying, Aftershock, Guardian

Grasp of the Undying's activation should, like conqueror, be in combat with champions rather than just being in combat, but, unlike conqueror, Grasp requires changes in the effects. Grasp should not deal extra damage with it's buff, instead, the healing on the proc should be increased by (x)% health, and the increase in permanent health should be removed (still reduced effects for ranged on the healing). The duration before the activation of the proc should clearly be clearly displayed, so the healing is not unexpected.

Aftershock should be to help the champs live after engaging a fight rather than adding on additional damage, so Aftershock's duration should increase by (x) seconds; however, the champ's armor/mr would be reduced by (x)% after the duration finishes for (x) seconds.

Guardian is a good rune due to the requirement of being close together or recently effected by a targeted ability; however, I think that the duration that Guardian would activate after being targeted by a spell should be lowered.

[slayer-pantheon-popcorn]

Inspiration: Glacial Augment, Kleptomancy, Unsealed Spellbook

Glacial Augment is another example of a good rune that requires little to no change; however, the rune could be changed to improve it's unique identity. For instance, the auto-attack slow could remain the same, but the slow when activated by an item could be increased although the glacial augment slow would slightly affect the caster (slow would remain the same for an auto, but the slowing items would inflict a stronger slow that slightly slows you down). The rune would be better for a team collapsing after catching an enemy out.

Kleptomancy is a unique case, in that, the rune is extremely good on a certain champion, but horrid on others in addition to random chance playing a major role on the effectiveness of the rune. A proposed change to Kleptomancy would be to increase the amount of gold given by just proc-ing kleptomancy, and removing the sacks of gold, effectively removing some of the effects of randomness as well as an increased cooldown to decrease the disparity between the performance of the rune.

Unsealed Spellbook is a good rune in terms of strengths and weaknesses where changing to a summoner spell that doesn't fit the situation well would punish you due to the restriction on changing summoner spells in terms of cooldown and the number of unique summoners required before switching to the previously used summoner spell; however, the cooldown should be increased where changing to unique summoner spells would decrease the cooldown by a bigger interval.

[slayer-pantheon-rainbows]

Keystone Runes That Should Be (Re)Added: Fervor Of Battle(?), Courage of the Colossus, Deathfire Touch, Windspeaker's Blessing, (New Rune Name)

Fervor of Battle was a key rune that many champions used, so if Press the Attack had not been changed to a similar effect as Fervor, Fervor should be reinstated into the game with minor changes in numbers (of course) as an alternative option to Press the Attack.

Courage of the Colossus proves similar to Aftershock; however, it provides a shield rather than an increase in armor/mr which would be an alternative to Aftershock. The shield, unlike Aftershock, requires multiple champions around the activation site to be strong; however, the armor/mr would not be lowered after the duration ends.

Deathfire Touch is an example of a rune that should be re-added as a rune for damage over time champions; however, changes would be needed to prevent the rune from simply being a rune without an exploitable weakness. The Deathfire Touch would reduce the initial damage of an ability by (x), but would burn the enemies hit for (x) seconds for (x) per second. The base damage on Deathfire Touch should be low, but the scaling on the ability should be a large amount.

Windspeaker's Blessing, instead of adding a buff to the shields and giving resistances, should provide the ability to choose augments to shields and heals over the period of the game after reaching milestones in the game (10 mins, 20 mins, 30 mins) that stack on one another that increasingly becomes more powerful the later the game gets. Example at 10 mins: Increased shield duration, Increased resistances after heal/shield, Decreased cost on heals/shields. Example at 60 mins: Leftover shields heal the target after the duration ends, Heals additionally heal allied champions in a small radius around the target (aside from self) for half of the amount, After shields burst, the surrounding enemies in a small radius are slowed by (x)%. A clear indicator would need to be required for each buff, but this honestly might be too complicated.

(New Rune Name) should be a simple mana refunding rune where abilities that hit champions and shields that mitigate damage would refund (x)% of their mana costs; however, the initial mana costs of the abilities is increased by (x).

The faces were just to separate the rune trees.

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