How the keystone runes should be balanced in my opinion

ExpStealer·12/11/2018, 10:16:08 AM·1 votes·698 views

Precision

Press the Attack

  • Hitting an enemy champion with three consequtive basic attacks within 5 seconds exposes them.
  • Exposed champions take 15% increased damage from all champions on a team running Press the Attack.
  • Lasts 5 seconds.
  • Has a 30 - 15 (based on level) second, per target cooldown, which applies to all champions on a team running Press the Attack.

Lethal Tempo

  • Passively allows your champion to exceed the Attack Speed limit.
  • Grants 25% - 75% (based on level) bonus Attack Speed when hitting an enemy champion with a basic attack.
  • Bonus Attack Speed lasts for 5 seconds.
  • Bonus Attack Speed duration is refreshed upon a takedown.
  • 30 second cooldown.
  • Ranged only.

Fleet Footwork

  • Your basic attacks against enemy champions grant you a flat bonus of 5 - 45 Movement Speed for 1 - 0.5 seconds and heal you for (20% base AD) Health.
  • Against non-champions grants halved healing and no Movement Speed.

Conqueror

  • Your basic attacks against enemy champions have 5% - 20% of their damage converted to True Damage.
  • Applies only to physical damage.
  • Melee only.

Domination

Electrocute

  • Damaging an enemy champion with three consequtive basic attacks and/or separate abilities within 3 - 1.5 (based on level) seconds deals 75 + (40% bonus AD) + (15% AP) adaptive damage to them.
  • Only counts initial tick of DoT effects.
  • 45 - 15 (based on level) cooldown.

Predator

  • Grants your boots the Predator active.
  • Upon activation Predator gives you a flat bonus of 50 - 150 (based on level) Movement Speed until you enter champion combat or for up to 6 seconds.
  • 120 second cooldown.

Dark Harvest

  • Dealing 35% - 50% (based on level) of a champion's maximum Health worth of damage within 2 seconds reaps one soul from them and deals 50 + (4x number of souls) adaptive damage to them.
  • 30 second cooldown
  • Dealing enough damage to activate Dark Harvest while the keystone is on cooldown reaps another soul from the target, but doesn't trigger the damage.

Hail of Blades

  • Damaging an enemy champion with a basic attack grants you 100% - 200% (based on level) bonus Attack Speed for your next three basic attacks within 2.5 seconds.
  • Allows your champion to temporarily exceed the Attack Speed cap.
  • 15 second cooldown.

Sorcery

Summon Aery

  • Damaging an enemy champion sends Aery to them, dealing 35 + (15% AP) adaptive damage.
  • Shielding or healing an ally sends Aery to them, shielding them for an additional 80 + (30% AP) damage.
  • Shield lasts for up to 3 seconds unless penetrated.
  • 15 - 7.5 (based on level) second cooldown.

Arcane Comet

  • Damaging an enemy champion using an ability throws the comet at them. If it hits it does 45 - 100 (based on level) + (25% bonus AD) + (20% AP) adaptive damage.
  • 30 - 10 (based on level) second cooldown.

Phase Rush

  • Using three separate abilities and/or basic attacks on an enemy champion grants you 25% - 50% (based on level) bonus Movement Speed and 37.5% - 75% slow resistance for 5 seconds.
  • 15 second cooldown.

Resolve

Grasp of the Undying

  • Every three seconds in combat allow your next basic attack against an enemy champion within 4 seconds to restore 10% of your missing Health, dealing the same amount in bonus Magic Damage to the target.
  • Also increases your maximum Health by 10 permanently.

Aftershock

  • Immobilizing an enemy champion increases your total Armor and Magic Resistance by 25% - 50% (based on level) until out of combat.
  • 30 second cooldown

Guardian

  • If you or your guarded ally take damage while you're either within 175 units of each other or you affected them with a unit-targetted ability, a shield is triggered.
  • The shield absorbs up to 100 + (10% of guardian's maximum Health) damage and lasts for up to 3 seconds unless penetrated.
  • This keystone only goes on cooldown when the shield is triggered.
  • 60 - 30 (based on level) second cooldown.

Inspiration runes

I won't comment on those as they function in completely different ways to the rest. Though I'd remove Unsealed Spellbook or allow players to take only one Summoner Spell, while Unsealed Spellbook would allow them to take the current two, but both spells would share the same cooldown.

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