What runes need a buff/nerf? How?

StupidFeedery·2/14/2018, 6:11:31 AM·4 votes·579 views

I believe overgrowth is abit too meh. Why won't they add a flat health bonus to it. So if the percentage gives more, the rune gives that as bonus health and vice versa.

5 Comments

kattzkitti2/14/2018, 6:26:19 AM2 votes

I would like to see Kleptomancy get its range increase on the empowered attack back, even if that comes at a cost to the effect. It might actually be viable on its intended users again.

Abibyama2/14/2018, 10:53:43 AM1 votes

Every combat runes needs buff

Livin like Riven2/14/2018, 8:31:09 PM1 votes

I'm not really sure if Klepto needs a buff or a nerf, but it needs to be changed to be WAY more consistent and less RNG-based. Some games I get 2 bags of gold before the first minion wave, and other games I don't get anything I can use until level 6, then it's a bag of gold that gives me 40 gold. So one game it can feel like I'd be trolling if I didn't take this keystone, and the next it feels like I'm trolling for taking it.

I'm no idea man, but I've been thinking of some possible changes that could make it more consistent while still keeping it fair, and the best I've come up with so far is having a variable drop table. The longer you've been at low HP, the more chance you'll get a health pot, same for mana, etc. If procced essentially off CD multiple times in succession, better chances at a combat elixir. Are you full health and staying back and proccing it every now and then? Chances are, you're just farming and trading, so you want money, here's a better chance at money. Are you or an enemy in the bush? Here's increased ward chance. Is your enemy in the middle of a lane?

Now, obviously if the chance is too high this runs the problem of easily getting whatever you want from Klepto, but if the numbers are tuned properly it could be a very consistent rune to take, so you know BEFORE the game that "Yes, Klepto Keystone is going to do more for me this game than Press The Attack". Until the game is underway and I'm partially through it, I don't know that for sure.

Later in the game, I don't think Klepto should give much, if anything. If it were at least consistent, it would give a relatively safe and easy laning phase, but as it stands now on an average game it gives you a fairly safe lane phase and a ridiculous late game potential to have several mini elixirs that easily outclass other rune trees stat bonuses going on at once.

That being said, that's all what I think should be done to Klepto if it's kept in the game. I personally think it should just be removed, as Riot has made multiple changes to multiple champions and items to discourage "invisible gold". Yet when I get my bags of gold, my enemies don't know if I got 40 from each of the 5 bags, giving me 200 gold, or 120 each for 600 until I come back with an item and a half and oneshot from a bush they dared facecheck, banking on me having just Manamune, not Manamune and sheen. But if it doesn't get removed because it's invisible gold, it's at least got to have more consistency in what it drops so it can feel better for the player when deciding whether or not he uses the keystone, and for the one playing against it, so they know generally how much money a player has. In this light, I believe Riot should post a buff tracker status effect thing for how much gold one has gained with Klepto just for clarity's sake, for my enemies and my teammates.