Kaleidostone

Sex With Annie·10/24/2019, 2:55:07 AM·2 votes·4,368 views

I really just want a solid explanation: Why is this in PBE, what does it add to the game other than trolling potential, and why would it be better than the current iteration of klepto.

Did riot really sit down and have multiple days worth of meetings to come up with "the game really needs a keystone that randomizes every trade and all in you'll ever take."

6 Comments

LightswornLance10/24/2019, 12:40:53 PM2 votes

Is it supposed to be better? Klepto is overpowered and non interactive in ranged vs melee lane matchups. So, like sensible people they are removing and replacing it.

lolenforcer10/24/2019, 2:58:14 AM1 votes

Well, I think that having glacial augment randomly could surprise people. It also would make it so sometimes you could get sustain randomly, or sometimes be ready to fight with electrocute.

WoonStruck10/24/2019, 3:59:01 AM1 votes

Its better than the current iteration of Klepto because Klepto isn't worth taking on anyone that can't make use of the literal definition of 'abuse' for it.

Klepto does not encourage healthy gameplay, and almost anything that replaces it is better.


No, the game doesn't need the new keystone, but it needed to get rid of klepto, so they replaced it.

A3G1S10/24/2019, 7:20:22 AM1 votes

I think the issue I have with it currently is that the runes you get are too randomized. There are a ton of runes that are useless, if not straight up counterproductive on certain champions. This makes the rune feel clunky and poorly conceived because there are times when it's kind've good (namely when you pray to rnjesus and roll that natural D20) and times (the majority) where it feels more like a burden than anything. If I had to name a suggestion, it would be to add some measure of manipulation to the rune so that you could customize the runes it is more likely to cycle through, with some drawbacks. Like, for example: Imagine upon selecting the rune, you're asked to choose 3 other unique runes from any combination of rune trees. So for example: You want to play volibear, who benefits from being able to rush down and so you take predator. You want tankiness on demand in certain scenarios where your team needs you to soak damage for the backline, so you take aftershock. You need 1v1 potential versus the enemy jungler, so you take conqueror. These runes will roll amongst each other every 15 seconds, with this timer resetting while in combat. This gives you time to see the rune you want and plan out how you'll choose to fight, being able to stall the change by fighting minions or clearing jungle camps. When runes are on cooldown, they'll be disqualified from the rolling process until they aren't, allowing you to manipulate what you get, within reason. So when you've used predator and aftershock, you're guaranteed to get conqueror and the like. Being able to limit the runes you get offers you the ability to choose your synergy, which promotes gameplay decisions and choice, which I think is important. Obviously checks and balances need to be in place so you aren't constantly rnj-activating arcane comet 5 times back to back and winning your lane through bs. So using their cooldowns to decide when they are eligible for being rolled both offers more gameplay decisions for the player to predict and plan around, and also a balancing factor which keeps them from being abused. Naturally, one of the potential issues that could come from this is that there are plenty of champions who benefit from having tons of options, so I could see this being abused to a degree. For example, the mid laner uses electrocute or comet to trade, then gets predator, clears their wave, and uses it to gank a lane. Or the support enchanter uses summon aery to help their carry via shields and heals, and stacks dark harvest alongside spellthief's on their enemy lane for a bit more scaling damage that might help in making picks. That said, I believe that, for one, having those options and being able to make those gameplay decisions would be a HUGE improvement and encourage higher level gameplay and micromanaging for the players, which could prevent it from being abused. Secondly, I also believe that the uptime of this rune could easily be tweaked to keep it from being too oppressive.

Sorry for the info dump, but this is all that I came up with while testing the rune. Any thoughts?

Legsdaddy11/15/2019, 4:55:22 PM1 votes

This new keystone sounds like a lot of fun tbh...

so yeah I guess you're right. We can't have it since league has nothing to do with fun.