How could they rework Kleptomancy so that more champions can use it?

Taliyah Rocks··8 votes·768 views

Obviously with how it is designed, some champions make Kleptomancy work much more easily than others. EzrealGangplankNasus

Which i think is a design flaw. Kleptomancy should be a rune for those that want to sacrifice some early power for the sake of scaling faster. Sadly in it's current state, it is tailor made and balanced around a small selection of champions, rendering it unusuable on most.

Are there any ways that the rune could be reworked so that more champions can use it? If anyone has an idea, share it here. I thought myself of a few ways to make Kleptomancy into a more general rune.

#1. For every consecutive CS you get, you receive an additionnal gold, this effect can stack up to 10 times. You lose a stack whenever you miss a cs.

#2. Every second you get a stack, up to 30. Hitting a champion with an ability consumes the stack and grants you gold equal to the stacks consume, with a chance of granting you an item that value's depend on the stacks consumed.

#3. You earn an addition 50% gold from kills and assists, but you are worth an additionnal 25% gold when killed. You also gain 25% bonus gold from stealing monsters in the enemy jungle.

8 Comments

Iffy Jarl6 votes

"Obviously with how it is designed, some champions make Kleptomancy work much more easily than others.

Which i think is a design flaw."

[sg-lux-2] [sg-lux-2] [sg-lux-2]

Fully Erectus3 votes

They can improve it. By removing it from the game. Less RNG the better.

Ratpie2 votes

Amen

ValyrianBlade2 votes

Really just put a cooldown on it so optimal use requires paying attention to the 20 sec timer and not just spamming Q.

The cooldown opens it up to be more rewarding when it does proc, which should allow almost everybody to use it.

I wouldn't want to change it to something based on minions... having to auto a champion makes it more interactive as you can deny auto opportunities by staying out of range/vision when it's available and you don't need to farm a last hit at the time (also for nasus, he needs to trade in melee range which is good counterplay to him in general).

InTheory1 votes

CHANGED: Kleptomancy After using an ability your next basic attack is enchanted. Hitting an enemy champion with this attack grants 20 gold. Every 20th successful use guaranties alternating a sight ward or a control ward. Receiving a ward while having a full inventory places it on spot. 10 seconds cooldown.

  • Context: Live Kleptomancy offers too much in terms of power and RNG. See the Context of "Alchemist" below for more detailed information.

NEW: Alchemist Every 60 seconds after 3 minutes into the game you gain one potion alternating from item list A or B as follows: Exclusive Potions sell for 66% of the present sell values. Manaless champions will always get Health Potions.

Table A Level 1 – 11 Small Rogue Potion Travel Size Elixir of Iron Travel Size Elixir of Sorcery
Travel Size Elixir of Wrath Travel Size Oracle’s Extract

Table B Level 1 – 11 Mana Potion (if %mana < %health) Small Health Potion (if %health < %mana)

Table A Level 12 – 18 OPTIONAL Potion of Everlasting Will Elixir of Iron Elixir of Sorcery Elixir of Wrath Oracles Extract

Table B Level 12 – 18 OPTIONAL Large Mana Potion (if %mana < %health) Large Health Potion (if %health < %mana)

  • Context: Kleptomancy has proven to be unhealthy for the game from the perspective of many players. I see 3 main problems that I want to solve with the Kleptomancy redesign and the introduction of the “Alchemist” rune. Kleptomancy grants two things at once: a very strong early game that is pushed by combat powers from potions while also helping with a stronger mid game due to a gold and item advantage and by reaching late game builds much faster. Also the RNG factor of Kleptomancy and the extreme synergy differentials between most champions have shown to be problematic. I separated the early game strength from potions and the mid to late game gold advantage from pure gold by separating two different runes. I also decided to get rid of most (not all) RNG by giving some rules to what objects are granted in both masteries and by flattening the gold value from Kleptomancy procs by removing slacks of gold (which are just “more gold” based on RNG) and an internal cooldown for champions that can just spam certain abilities. Last but not least it is up to discussion if the lvl 12 - 18 item tables for Alchemy should be a thing as they would both grant very powerful usage in all phases of the game without a tradeoff. In my opinion they are not needed and the rune should focus on the laning power that just falls of later but I wanted to hear your thoughts on that.
Pierce The Veal1 votes

For 3 seconds after hitting an enemy champion, you get gold from all minion deaths not given to other champions. Gain additional gold from said minion deaths based on % of enemy champ’s max hp dealt. (So if you did 20% of their hp, gain 20% bonus gold from those minions). If you have a support or jungle item you will also gain 50% of the gold from minions killed by ally champions. 2 second cooldown after it deactivates.

Bam there we go. Its niche is set. Laning gold farming.

Another option is to give a chance upon attacking champion to drop a skill enhancement or permanent stat enhancement potion that you have to pick up. Skill enhancement would be rare, and it gives either “increase base damage of skill by 5%” or “increase scaling of skill by 5%,” of course, with a popup similar to level up to pick skill improved. Whereas Stat enhancement would either be balanced around adaptive stats, aka giving whatever stat you have most of, or random tidbits of stats, where you don’t get any power of what stat you get. Could be AP on talon, or AD on leblanc, or heck armor or magic resist.

Ahristocats1 votes

cd increased to 20 sec gold generation increased loots changed to be more consitant (and possibly remove the RNG)

Newbie1287491 votes

kleptomania stuff means wanting to steal, right???? so have it steal 20g from the enemy every time you hit them with an ability or an auto attack after a ablilty! ! ! !

/s

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