Inspiration/Sorcery rune ideas (looking for feedback)
So I had an idea to tweak the inspiration tree to fix a few of its issues, namely:
Kleptomancy being hard to play with and play around, resulting in it being only good on a few champions and nerfed - and fleshing out its greedy hoarding theme Minion dematerializer and glacial augment seeing little to no play (in my experience, don't know about you guys).
And for sorcery, Aery not just being a static "wow you sometimes do more damage and sometimes do more shields" and Absolute focus seeing low play.
So here are my ideas: Kleptomancy
- remove gold on hit & stacks of gold.
- Add minion dematerializers as a drop, but the bonus minion damage does not stack and is temporary.
- Be transparent about the progress to your next steal - a counter maybe that goes up each time you attempt to proc klepto and don't get anything, that results in better items if you haven't gotten anything in a while.
- Gain bonus gold generation per 5 seconds based on the amount of gold you're currently holding.
I think this is better to play against, keeps minion dematerializer in the game, and has a better dynamic fitting with the hoarding theme. If you want to save all your little goodies and save up for a core item, you get it faster at the expense of not getting stats immediately. Gives windows of punishment and payoff.
Glacial Augment
- Move glacial augment's item slow laser thingy to the minion dematerializer slot, and remove the on hit slow.
- Replace the keystone with a new one, I'd like to say one called 'Runemaster' that allows you to take any 5 runes and any bonus stat you'd normally get with inspiration, but that's all it does. Some champs that don't have a keystone will definitely have runes they want and can get the benefits of the enhanced stats and potions they'd get with spellbook, and can play around with other trees if they want to. Could potentially limit runes to "can't be in the same lesser tree" - for example you can't take legend: tenacity and Legend: bloodline, but you could take Legend: tenacity and celerity, even though they're in the same 'spot' on different trees.
Aery
- give Aery a sort of quest - she levels up as you use her, instead of scaling with your level
- shielding damage increases aerie's wisdom XP, and damaging enemies increases her magic XP level.
- Aery can level up from sufficient magic/wisdom XP, increasing both the power of her abilities, but she levels up faster if you have a balanced mix of the two. For example, she might need 50/50 to level up or 120/0 or 10/100. A bit complicated I know, but I think the sorcery ones should be. This prevents her from being too abused by repetitive damage dealers without feeling really bad for poke supports that can also shield/heal, or making shields/heals too strong while the shielders play too safe.
Absolute Focus
- Add: When below 70% HP, if you're standing still and out of combat, you regenerate a portion of your missing health, scaling with your AD/AP. This allows it to be a not-useless rune most of the time. Players won't feel as bad about choosing it over an 'always useful' rune like celerity.
On a bit of a tangent, I don't think resolve is bad - its the best designed tree in my opinion, and in time will be good if it gets a bit of love or if tanks become strong. I think its an underutilised tree sure, but players aren't as excited as having better defense as opposed to 'ooh more damage' on a large portion of the cast.
That being said, I think putting a bruiser keystone into resolve is bad. Bruisers want damage early, not splitting damage and health. They get their tankiness from their kits and the 3-4 tank items they build, and try to get ahead early with strong base stats. Since dark harvest is dumb (its just bad devourer/feral flare - which isn't fun for the game when strong and not taken if not) I think putting a bruiser keystone there is better. Old fervor is fine, to be honest. A quick ramp quick falloff AD/AP spike would be just what Fiora, Renekton, Kled, Tryndamere and those guys want.
Anyway, let me know what you guys think. Is this a direction you'd be ok with Riot taking, or is it too heavy handed? Too light? I'm interested in design and Runes reforged is a fascinating system to me.