Runes Reforged: Suggest-A-Rune!

k wìx··2 votes·505 views

So with the new Rune system coming - I thought it might be fun to suggest some new runes you'd like to see. Got a hot idea for a rune? I wanna hear it! Runes are broken down into **Keystones, Major, and Minor. ** Make sure you state which type of rune it is!

Keystone Rune - Spell Leech Gain spellvamp based on the % of your missing health. Gain +5% spellvamp for every 10% missing health.

Major Rune - Ward Sentry All wards you place last an additional 45 seconds, and have 1 more point of durability.

Minor Rune - Mana Thief Gain 1 permanent maximum mana when enemy minions die near you. Range: 1400 units

15 Comments

Critkeeper3 votes

Keystone Rune - Tenacious While below half health, you have 50% tenacity

Major Rune - Momentum Moving in a straight line for at least 300 units grants 75% slow resistance until you change direction

Minor Rune - Bounty hunter Gain 1% increased damage for every kill.

k wìx1 votes

The Tenacious one is awesome. 50% seems insane, but it is a keystone. I think it'd become very meta on almost every tank, and you'd see 'cc effects' in general become a bit less impacting overall. Not a bad idea.

Momentum seems pretty awkward to code. I can't imagine many players taking it, any sort've movement click would pretty much disable it, right? Eh. I'd pass.

Bounty Hunter is great! 5 to 10% extra damage lategame seems pretty scary. Would this be too strong late game? for a minor rune? hard to say.

Cyber HeroXL1 votes

{quoted}

Keystone Rune - Tenacious While below half health, you have 50% tenacity

Major Rune - Momentum Moving in a straight line for at least 300 units grants 75% slow resistance until you change direction

Minor Rune - Bounty hunter Gain 1% increased damage for every kill.

that minor rune as been proposed by riot, but it has 3 versions (out of combat speed, active item CDR, and spellvamp) with no damage version in sight (thankfully).

Doozku2 votes

Major Rune - Higher Vision: Your trinket automatically upgrades to a blue trinket once you hit level 2.

Keystone Rune - Burning Blaze: Every Tick of damage increases your AP by a base amount until a certain cap (Think like fervor but meant to be used on battle-mages like Karthus or DoT champions like Swain or maybe even Singed.)

Shirvallah1 votes

{quoted}

Keystone Rune - Burning Blaze: Every Tick of damage increases your AP by a base amount until a certain cap (Think like fervor but meant to be used on battle-mages like Karthus or DoT champions like Swain or maybe even Singed.)

Oh, man. This one has Brand written all over it, haha. I like it!

Doozku2 votes

Thx. Could be a nice way to give DoT mages some power without giving too much to burst mages.

Trashball2 votes

I want a separate slot exclusively for vision-related runes, so that everyone can interact with the vision metagame, just like they did with trinkets.

k wìx1 votes

Would be epic, but I doubt we'll get this luxury.

Shirvallah1 votes

[{quoted}](name=k wìx,realm=NA,application-id=3ErqAdtq,discussion-id=diO7zePq,comment-id=,timestamp=2017-06-03T03:11:18.687+0000) Minor Rune - Mana Thief Gain 1 permanent maximum mana when enemy minions die near you. Range: 1400 units

I think this is an interesting idea, but there needs to be a cap on the amount of mana you can get, otherwise I foresee champions that stack tear (like Ryze — especially because of his passive) or mage supports (like Zyra) abusing this.

k wìx3 votes

Definitely agree - and I play mage support myself, but the idea that you could pick a rune that helps with early game mana and translates into potential late game power (via tear!) is very appealing to me!

Shirvallah1 votes

[{quoted}](name=k wìx,realm=NA,application-id=3ErqAdtq,discussion-id=diO7zePq,comment-id=00000000,timestamp=2017-06-03T04:05:24.951+0000)

Definitely agree - and I play mage support myself, but the idea that you could pick a rune that helps with early game mana and translates into potential late game power (via tear!) is very appealing to me!

Agreed. :) I think it'd be very useful.

ChaddyFantome1 votes

All wards you place last an additional 45 seconds, and have 1 more point of durability.

every support is now forced to get this.

k wìx1 votes

I humbly disagree, and that's coming from a support main. It would give you a TON of power in the vision game, for sure, but I don't think it'd become required. Having powerful tools to stop potential ganks, or the ability to win a lane trades bottom would be worth a different rune.

ChaddyFantome1 votes

[{quoted}](name=k wìx,realm=NA,application-id=3ErqAdtq,discussion-id=diO7zePq,comment-id=00030000,timestamp=2017-06-03T16:00:19.561+0000)

I humbly disagree, and that's coming from a support main. It would give you a TON of power in the vision game, for sure, but I don't think it'd become required. Having powerful tools to stop potential ganks, or the ability to win a lane trades bottom would be worth a different rune.

Not at the higher levels of play it wouldn't, which would then trickle down into the lower tiers into an enforced meta. There is a reason item 2049 is mandatory in every game on all supports regardless of kit synergy.

This mastery would quite frankly decide who wins the game at higher levels of play.

k wìx1 votes

Perhaps we'd need to tone it down a bit, then. It's surprisingly hard to balance 'vision' style items and power.

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