What if Omnistone became a stat stick?

Paroe·12/23/2019, 3:56:28 AM·7 votes·5,258 views

Omni stone in its current form is... weird and not useful to many champions. RNG is everyones least favorite mechanic in competition, so why not change it to something stable?

Omnistone; +14 adaptive power, +(something) based on your secondary, rune shard bonuses are doubled Yellow: +15% attack speed Red: +7 penetration Blue: +10 adaptive power Green: +25% tenacity

15 Comments

Daddy Ants12/23/2019, 11:15:20 AM9 votes

Last thing this game needs is more damage added.

Especially RNG stats.

Hvsao12/23/2019, 7:12:20 PM3 votes

Omnistone is supposed to influence the playstyle of the player, what you're proposing is in the complete opposite direction of what riot intended for this rune.

Fixed stats are dull and unimaginative, and they don't add anything new to the mix. You will be overpowered early because you'll have way more stats then other laners, and fall off later because your rune doesn't scale. Its poor design.

Maybe if the was something like:

Omnistone provides a stack on fixed intervals (reduced by takedowns/assists) towards a random stat. If a stack would cause you to exceed a stat limit the stack will be moved towards the stat with the least amount of stacks. Additionally stats that are beneficial to your immediate situation will have a higher probability of being boosted.

If you are consistently taking heavy magic damage: MR + If you are consistently taking heavy physical damage: AMR + If you are nuked too quickly: HP + If you are a tank: HP, MR, AMR + If you are winning lane: AdpF + If you are an ADC: AdpF, AS + If you are a mage: AdpF, CDR + If you are a jungler: AS +

So on so forth.

Gain a Stack: Every 90 seconds

Takedowns: Reduce remaining timer by 10 seconds. Assists & Epic Monsters: Reduce remaining timer by 5 seconds. Large Monsters: Reduce remaining timer by 2 seconds.

Base:

Health: (Stacks) x 15 Adaptive Force: (Stacks) x 5 Attack Speed: (Stacks) x 10% Armor: (Stacks) x 10 Magic Resist: (Stacks) x 10 CDR: (Stacks) x 5%

In a 20 minute game you'd have a 20~30 stacks if you played relatively well.

Assuming it was a balanced distribution:

Stacks = 3~5

Health: (Stacks) x 15 = 45 ~ 75 Adaptive Force: (Stacks) x 5 = 15 ~ 25 Attack Speed: (Stacks) x 10% = 30 ~ 50% Armor: (Stacks) x 10 = 30 ~ 50 Magic Resist: (Stacks) x 10 = 30 ~ 50 CDR: (Stacks) x 5% = 15 ~ 25%

LightswornLance12/23/2019, 2:57:55 PM2 votes

I like it. It wouldn't beat out electrocute or conqueror though, but it would be good on champions that don't have any other keystones.

Z3SIeeper12/23/2019, 6:40:44 PM2 votes

Nah

Lazypeon10012/23/2019, 7:28:30 PM2 votes

Stat sticks are incredibly boring though and don't leave much room for interactive gameplay.

Blue Shift12/23/2019, 8:56:33 PM1 votes

There was an amazing suggestion from someone in the last inspiration thread. It was something like:

"They should add a keystone that doesn't give you a keystone, but instead lets you choose more seondaries than normal"

So if you chose this, you could choose something like 9 secondaries from wherever you want.

It was definitely one of the better suggestions I've heard and at least could be used as a buffer until a better one comes out.

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