New Dark Harvest is Poor Design
The new Dark Harvest version (do damage to enemy champion in any way, deal stacking bonus damage if they are at 50% or less health) is poor design comparitive to the rest of the rune designs.
Chiefly because it lacks counter-play and gameplay incentive both. Please consider.
Every other keystone rune fits specifically with a particular group (Aery for Enchanters, for example), or encourages a specific sort of gameplay, either laning style (Fleet Footwork, Conqueror) or battle style (Electrocute for combo'ers, Aftershock for balls deep divers).
Comparitively, neoDark Harvest fits well with any champion who can in any way damage another champion who is at 50% or less health. It offers a greater reward for champs who do this consistently, but it's extra damage, no questions asked, so long as you do anything to a champ at half HP.
There is no interactive gameplay in Dark Harvest at all currently. The only thing the opponent can do is "be at more than 50% HP", the only interactivity for the user is "do at least 1 damage to target by any means". Okay, one other thing: someone at 49% HP can trigger the bonus damage on themselves so it can't trigger on others, but given damage levels in League, that could mean you're dead, or as good as dead after laning phase.
Resetting on kill encourages some gameplay (clean up teamfights), but not to the level other Runes do. It's insufficiently engaging.
I think either making Dark Harvest more restrictive (triggers at 30% HP for example) or more of a gameplay element (only triggers if your attack does xx damage, encouraging building raw damage) would take away from its current issues.
I'm not saying it's overpowered necessarily, but it needs to fall in line with the rest of the runes regardless of power level. Be for a specific champion group, encourage gameplay patterns or encourage build paths. Don't just be "generic scaling bonus damage for everyone under a common condition."
with it instead of Predator now.