Just some quick thoughts about certain runes

All Day Tay Tay··3 votes·653 views

There are some runes that i think are either underpowered or questionable in use. Please note that these are mostly opinion/stances

-% Time spent dead. Only come in quints, at 5%. three max for -15% time dead. ideally you will not be dying so really have no use unless you know you are going to die A LOT. only possible use i can see is a "if i die at the 50 minute mark i wont have to wait a whole minute so my team isnt completely screwed". just remove these.

Plus energy so if you had a full energy per level blues and flat energy quints page, you get a whopping bonus of 42.21 bonus energy. this is 1 spell, at best. zed/akali can get kills with their skills already, so dont need it. kennen is pretty good at energy regen with his passive. shen is a tank so can live long enough to get his energy back. lee sin has really good energy regen if you know what your doin (skill 2 aa repeat). id remove these altogether

% increased hp so you can get 3% more max hp if you use all your yellows and quints. lets say you had 4k hp. thats a lot and most champs, even tanks, dont hit this mark. 3% of that is 120 hp. thats barely anything. if you filled your quints and yellows with flat hp you would get 150, and thats right from the start. the 3% giving you 120 is after you are full build with 4k hp. i would probably increase their strength.

% experience gained 3 quints at 2% each gives 6%. only time this works that i can think of would be in a solo lane, you would level up after the first wave, while your opponent would level after the first minion of the second wave. you have a TINY window to use this level advantage. id just say remove them.

% move speed 3 quints at 1.5% is 4.5%. most champs hit around 400 movespeed, and 4.5% would be 18 run speed. you could spend 475 gold, get alacrity, and get more movespeed. unless your stackin EXTREME amounts of movspeed, like moba boots, triforce, zephyr on udyr or something, this wont do much. id just make these either a flat bonus or make the bonus bigger when for out of combat, making it a jungler rune.

6 Comments

HeraldOfDemacia1 votes

Not to mention they're all far too expensive...

Lost In Time1 votes

I agree except with MS Quints

Those are extremely decent on roaming champs. In S2, if you weren't running MS Quints mid, you weren't a decent mid-laner.

Don't forget with 3 points in Utility, you'll have a 6% speed boost, akin to having Aether Wisp or the Zeal line - it's significant. Janna's passive got neutered because of how good/clutch early speed can be.

All Day Tay Tay1 votes

but all of those are stronger than 3 quints. in s2, the only way to get movespeed was boots and zeal/pd (which gave 5%). in todays game, movespeed is very easy to get. the quints are almost redundant.

Duke Anax1 votes

You got something wrong with your & HP Runes, 9 Seala give 4,5% and 3 Quints also give 4,5%.

That definitely gives them a better endgame than flat HP Runes, but they also have a better early game than Scaling HP Runes. They are a nice middle ground.

But I agree that they need some buff, you need 4800 HP for % HP Seals to draw even with Scaling HP Seals at 18. Though due to Scaing HP Quints being weaker, you only need 3240 HP for % HP Quints to draw even.

All Day Tay Tay1 votes

your right i messed up my numbers. no idea where mine came from. but the point still stands.

Lauricella31 votes

revival per lvl pls -15% time spent dead at lvl 18 per quint, -45% for 3 quints

More from Gameplay

More by All Day Tay Tay