Regarding runes

This Is Your Dad·2/24/2018, 5:00:46 AM·1 votes·95 views

What I've noticed is that for the most part, runes seem designed for solo and at most duo play. When teamfights roll around keystones start to not really impact it overall in a noticeable way. While some of the lesser bonuses encompass teamfights or at least apply in those instances, most of them are single target with really long cooldowns. I'd like to see less powerful runes with more overarching presence in a teamfight situation where you can sacrifice solo play and laning for better teamplay.

The only keystone I find really useful for groups of enemies is aftershock. Everything else is kinda meh for the purposes of a teamwide presence. A rune like ingenious hunter really sticks out to me because it can help the entire team even though it's in a tree that is about damage (shorter cds for shield actives and heal actives).

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