speculating about how some runes could get changed
hi,i love speculating on balance in every games,and i was wondering how some runes that actually feels too weak/niche could get changed for being good but not OP some runes such as minion dematerializer or waterwalking feels useless,other such as klepto must be weak atm because they would get abused,in both cases i think they need to make some changes,that's how i would change them:
- waterwalking : actual effect 25 movement speed + 18AD /30 AP (based on lvl) while in river
let's see where are oriented the other 2 choices in this tree : scorch is for poking champions (mostly artillery and long range mages),gathering storm for lategame scaling champions,so waterwalking could be good for champions that want to rush early game such as aurelion sol or supports like blitzcrank
+15% movement speed out of combat while on the river would be great,it would allow its users to reaching quickly the other lanes,without giving them too much mobility around the map
- dark harvest: it isn't supposed to be an only-jungle rune,but actually just some junglers can really use it,and yet electrocute works better
that's because electrocute is more reliable,you don't have a window of 20 sec for using it,you can proc it whenever you want and it deals more damage damage and reliability are what assassins want,while DH powerspike almost every assassin wants to all in,kill a target and then back for CDs so it's not a big deal that DH resets on kills while both its powerspike and usability
assassins want an early powerspike for snowballing,so having this rune "nerfed" before you reach 150 stacks it's bad,especially because this rune wont outscale electrocute unless the game last more than 40 minutes when DH got relased on PBE you needed 100 stacks for having the permanent buff,then they nerfed it to 150 stacks because it was too strong but yet it was broken,after a while they realized it was because of the stacks being too high (10 for champions/6 for minions/4 for monsters,almost twice as now) not because the cap,but yet they didn't lower it
the result is this rune takes too much for being useful (more than 25 minutes unless you are literally farming enemies),when you have 150 stacks the game is already decided if not ended,and yet it become only as strong as electrocute is just lower its cap to 100 stacks so it can be useful in mid game,a nice way to buff it without adding unneded damage
- glacial augment:
i see riot is buffing it on PBE,but buffing raw numbers will only make this rune either too strong or too weak the rune itself is not bad,but it can't be used by the champions that would pick a slow because of how it have to be procced i mean,7 keyrunes can be activated only with AAs (and others with both AAs and abilitie) but not every champion can effort to AA his enemies
i think it's unfair it works only like a
,this is what makes this rune so niche,just make both AAs and abilities proc its slow and it's fine
kleptomancyezreal's new passive :
same as glacial augment,as long as it works like a
ofc it will be so strong on sheen users while being weak for others
if it can't be buffed because some champions would abuse it,just make (almost) every champion able to abuse it so you can balance it:
hitting a champion with an ability or AA grant you bonus gold and a chance to getting a consumable 5 sec CD
5 sec CD means low CD skills (such ezreal's Q) will proc it once,but with a CD enought low to allow ability with mid/long CD to always proc it (so you wont notice the difference)
plus these 5 sec would make it balanced in many ranged vs melee matchups,if you trade you will both use it once (if a trade lasts more than 5 sec you are fighting untill someone dies) for example phanteon's Q or a ranged AA would activate klepto in the same way,and after 5 sec phant Q will be up again so the ranged wont proc klepto more often than him
- future's market :
what if it would allow you to sell your items for a better price? (of for their full gold value?)
- minions dematerializer :
is it supposed to be a splitpush rune? (it's not rhetoric,i'm seriously wondering that) so make it an aura that buffs your minions damage and damage reduction or that gives them bonus effects (something like a mini baron buff) that scales with levels or that activates when you are near a tower (though towers are already cupcakes,their issue aren't the tools for destroy them,the problem is that towers are too squishy that even a janna support is able to wreck them)
- manaflow band: abilities mana and energy cost is reduced by X% every Y sec (based on lvl) it restores 5% of your missing mana
what do you think? are these runes fine or they need some changes? if yes how would you change them?