Rune suggestions

Probs feeding··3 votes·395 views

Below is a list personal brainstorms I've had to make some of the runes feel a bit more balanced and/or intuitive. Feel free to add on.


Precision Tree

-Press the Attack: I think we can all agree the lane damage and pressure this brings is quite annoying. Increasing the exposure damage, and removing the proc damage would be a good edit to this keystone. -Fleet Footwork: Speed boost is really nice, but it feels like the heal isn't even there. I understand it being low early, as not to sustain your opponent out of lane. But there's no reason the base heal is 50 at max level, with a very minimal scaling. A simple stat boost on later healing would improve it's utility. -Triumph: I don't think this is actually problematic, but an overtime (3s maybe) heal instead of instant might feel a little better for those times you ignite someone with 20 hp before you die, but they still live.

Domination Tree

-Predator: Very high cooldown, very low damage. The speed boost would be great, if any source of damage didn't stop it entirely - including the minuscule damage that comes with it. Needs QOL changes on speed boost, and either a lower CD or better damage. -Malice Branch: If I'm being honest, I see no reason to take Cheap Shot or Taste of Blood unless you literally cannot use Sudden Impact. I suggest improving Cheap Shot and Taste of Blood, or slightly lowering the stats on Sudden impact. As to make the other two options seem attractive, even to one who can leap/stealth/etc. -Hunter Branch: No actual suggestion, but I want to compliment the devs on the amazing feel to all 3 of these. The hunter runes feel intuitive, impactful and fun to use.

Sorcery Tree

-Summon Aery: So abusive for a utility spell. Lower early game damage, and maybe slower return speed early game might make it feel a little less annoying. Atm, it almost feels like it does Arcane Comet's job and more reliably. -Phase Rush: A 3 hit passive, hard to proc for most people who would benefit most from this (A.Sol is a prime example), and a shockingly low speed boost. Should be something like "x second(s) after damaging a champion gain x speed and slow resistance if melee, for x seconds. Procs automatically after getting a takedown." -Artifact Branch: Again, no real suggestion. Just appreciating how fun this branch is to use. -Celerity: Maybe this is just me, but I'm having a hard time getting to use this over Transcendence or Absolute Focus. As Evelynn with over 600 out of combat ms, this was only giving me around 20 AP. I think instead of a % increase, it should be something like "Gain x ap or x ad for every 1 bonus movespeed" (Something small obviously). -Scorch: Once again, maybe it's just me, but this feels nearly useless. Tried it on many character's, and can't seem to get it to be useful. Pitiful base damage, no scaling and it's magic damage so it can still be resisted. I'd suggest making it true damage, giving a simple stat boost, or having a significantly lower CD.

Resolve Tree

-Keystones: Appreciation once again for the amazing and intuitive play styles each of these offer. Aftershock might give too much of both offense and defensive uses, though. -Font of Life: Small, ever so small heal increase please. -Resistance Branch: I'm having a real issue with how weak Mirror Shell and Iron skin are compared to Conditioning. Most champions who would be buying defensive items, don't start till after 10 minutes anyway. So you get more armor and MR with Conditioning for waiting, even though you wait anyway? While Mirror Shell and Iron skins are just copies of one another, with their stats given being the exception. Obviously you shouldn't have more armor/MR than conditioning if you get it immediately, but only a 5% increase that's not even permanent? Really? I think Conditioning is fine, as is, but Mirror Shell and Iron Skin really need looked at.

Inspiration Tree

Honestly, I haven't played around with it enough to have an opinion yet. Kleptomancy seems a bit annoying on GP and Ezreal, though.

Thanks for reading if you got this far! Hope you enjoyed. I'd love to hear your thoughts on my suggestions, and those of your own. :)

2 Comments

Hupsis1 votes

Triumph - needs to work the same way Katarina's passive does. Activates whenever an enemy champion dies within 3 seconds of damaging them.

Ingenious hunter - might be a bit too strong. Suggested change: 10% + 6% per unique kill (max 40% item cdr) --> 5% + 5% per unique kill (max 30% item cdr).

Scorch - would be better if it applied to all targets hit. More interaction with aoe abilities.

More: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/IUOsNmBe-rune-feedback-suggestions

Tortunga1 votes

Triumph would feel weird if there is a delay between killing an enemy and getting the heal. It's supposed to be a save when it was a very close dual for ignites/dots etc., not be an heal after a couple seconds.

Scorch is much better then you give it credit. I just checked my last couple matches with it (I take it on almost every mage), and Scorch did at least half the damage of Aery in every case. It's a pretty strong rune, especially compared to the other options (Waterwalking is more for junglers, and Gathering Storm needs longer games).

Aery damage isn't that high honestly. It's ment as a poking rune to add some small damage when poking. It does like 25-30 damage a hit in the early game, that's less then 1 AA damage. Over a whole game it does around 5-8% of my total damage. Sounds fine to me for a keystone.

Comet is just a bit to weak. It's damage is barely higher then Aery, while it has a longer cooldown and can be dodged. It can do AoE damage though, which is something. Maybe a slightly faster travel time and a minor CD/damage buff would make it better then Aery for mages with a slow/cc.

For the inspiration tree;

Unsealed Spellbook just seems bad. I have never really used it, but I don't think anybody would prefer the ability to change summoner spells (with some cooldown reduction) over any other rune. Taking ignite as an example over TP (top) or Exhaust (Supp) just seems counter interactive; You are just trading a damage keystone for the ability to run ignite instead of teleport/Exhaust. I have never used it myself, but this just seems to me.

Glacial Augment just seems to specific to me. It's good on certain champions (Like Gnar), but overall seems a bit weak. The AA part is just a worse Frozen Mallet passive (stronger but has a cooldown), while the second part will only activate by two items. Maybe if the frost created by the freeze rays would block dashes (You slip when dashing) it would be usefull as an engage support/tank rune.

Some of the smaller runes just feel a bit underwhelming compared to the other options. Hextech Flashtraption is fun to play with, but if it really adds much to your kit is a question. Maybe it could be useful for a jungler without a dash. Minion Dematerializer is just for low-elo players to make last hitting easier. I have never used it, and have only seen 1 player use it in all my games (A lux). Lastly Approach Velocity just feels underwhelming, especially compared to the other options. 10% movement speed just doesn't seem that much.

For the rest I agree with your points.

More from Gameplay

More by Probs feeding