Runes Reforged ideas

La Bello··2 votes·1,002 views

SOME EXAMPLES OF ALTERNATIVE RUNE REWORKS THAT FOCUS ON UTILITY OVER DAMAGE!:

anyways what do you guys think? the idea is that rather than having a bunch of runes revolved around flat damage or sheer AP/AD modifiers we bring things back over the utility side. the ideas are all rather spitballed but I hope you get the point of what I'm going for.

3 Comments

Warlord Rhinark2 votes

This is a bit long so you'll have to forgive me, but I really wanted to go in-depth with the changes you've proposed.

My thoughts on PTA idea: I don't like the idea of a flat 30 MS. Not only is it useless for the Marksmen you're playing as (considering you want to keep your distance from them), it's only 30 so it's barely a Boots of Speed worth of Movement Speed.

My PTA idea: Burst Damage removed and the percentage damage increased to 10% - 15% from 8% - 12%.

My thoughts on Celerity idea: Who do you expect to take this exactly? Who would want to give up 10% CDR for a measly 3% movement speed buff that gets halved in combat?

My Celerity idea: Celerity gives 5% MS at all times, but it's Movement speed-to-stats conversion changed to 5% AP, 2.5% AD.

My thoughts on Absolute Focus: Again, who do you expect to pick up 25% - 50% Base mana regen over 10% CDR? You'd probably already have picked up Manaflow Band earlier, so why would you need another Mana rune?

My Absolute Focus idea: Absolute Focus gives it's effects when above 75% health from 70% health, but it's buffed to giving 5 - 50 (based on level) AP and 5 - 25 (based on level) AD from 5 - 40 (based on level) AP and 3 - 24 (based on level) AD. Because literally no one is taking Absolute Focus right now.

My thoughts on Predator: The extra damage on basic attack/ability is kind of the whole point of Predator. Having it replaced by 15% slow resist (which is basically fucking nothing) sounds really bad, especially if the enemy team doesn't even have any slows.

My Predator idea: Now gives a flat 50% bonus movement speed, from giving 67.5% bonus movement speed for the first 1.5 seconds and then reduced to 45% afterwards. Damage reduced to 50 - 150 (based on level) (+25% Bonus AD) (+25% Bonus AP) from 60 - 180 (based on level) (+40% Bonus AD) (+25% Bonus AP).

My thoughts on Ghost Poro, Zombie Ward and Eyeball Collection ideas: Removing the damage component from what is supposed to be vision runes is great! But I don't like 1% - 20% Trinket cooldown on Eyeball Collection. Eyeball collection isn't supposed to be a vision rune.

My Eyeball Collection ideas: AD you get from collecting an eyeball reduced to 0.5 from 0.6. AP you get from collecting all eyeballs reduced to 5 from 10. AD you get from collecting all eyeballs reduced to 5 from 6. Maximum amount of AP reduced to 25 from 30. Maximum amount of AD reduced to 15 from 18.

My thoughts on Cheap Shot ideas: This change sounds completely useless. First off, the fact that you have to stun/slow someone first for it to trigger means you either waste the slow by them being stunned, thus unable to move anyway, or the 80% slow gets diminishing returns because the target is already slowed. This is not to mention the fact that it only lasts for a quarter of a second, it has a 4 second cooldown and that Assassins are already going to be building a Duskblade, meaning they already have a slow. This harkens back to the problem with Celerity and Transcendence, who do you actually think would pick this over Sudden Impact?

My Cheap Shot idea: Reduce True damage to 5 - 25 (based on level) from 15 - 40 (based on level). Cooldown reduced to 1 second.

My thoughts on Grasp of the Undying idea: A measly 3% maximum health every 4 seconds that's limited to a cap and only lasts till out of combat seems rather useless and. quite frankly, unviable.

My Grasp of the Undying idea: Damage reduced to 3% of maximum health from 4% of maximum health. Healing reduced to 1.5% of maximum health from 2% of maximum health. Health gained increased to 10 from 5. Effects for ranged champions reduced by 50% from 40% (meaning you get 1.5% maximum health as damage, 0.75% of maximum health as healing, and 5 health from triggering it).

My thoughts on Aftershock idea: The whole concept of Aftershock was flawed to begin with. From the beginning it increased stats by a percentage rather than a flat amount, and the whole idea behind it dealing damage scaling with maximum health despite being a Tank rune is stupid. The fact that you are talking about completely removing the damage aspect already tells me that balancing Aftershock is a lost cause at this point.

My Aftershock idea: Removed and replaced by Courage of the Colossus. Courage of the Colossus shield changed to 5 - 50 (based on level) (+5% maximum health) from 3 - 54 (based on level) (+5% maximum health)

My thoughts on Coup de Grace, Cut Down and Last Stand ideas: Absolutely horrendous. This is unintuitive by basically limiting what you can choose for your last tier depending on what role you're playing, rather than who you're playing. You basically cannot take bonus damage to minions if you're not jungle or vice versa.

My Coup de Grace idea: Increased damage decreased to 5% from 7%. Health threshold increased to 50% from 40%. AD gained increased to 10 from 9. Duration decreased to 5 seconds from 10.

My Cut Down idea: Damage changed to 5% - 10% (based on target's maximum health) from 4% - 12% (based on target's maximum health).

My Last Stand idea: Damage reduced to 5% - 10% (based on missing health) from 5% - 11% (based on missing health.

Overall, I agree with the message of reducing damage in the game, but I don't agree with just completely removing the damage components from the runes. Reducing the damage, instead of just completely getting rid of it in order to be replaced by something gimmicky and useless, sounds like the better choice in my opinion.

Again, sorry for the long post.

QmegaSquadVeigar1 votes

Some of the ideas are good, but for example i think that PTA would be better if you removed the burst dmg for something like 20% ms rather than 30 flat. Absolute focus to something like extra dmg to creeps and increase the slow resistance from predator (15% is way too low i think 40%/45% is good) Cheap shot change would be way too good (maybe 40% slow for 0.25 sec?) that slow is WAY TOO BIG. Grasp change is ok but i'd rather make it so you get more hp back rather than getting %max hp in combat points at Cho'gath I like the aftershock change. I think 4th branch of precision should be straight up reworked (dmg to structures causes the game to end quicker, dmg to minions makes waveclear even stronger, Last Stand change would speed up clear of every single jgler that runs precision which could be problematic)

Cheers, Veigar player Veigar

Vlada Cut1 votes

Don't you dare to change my baby PTA! [sg-shisa]

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