Ideas for un-overloading damage into runes

stone the blacks·10/31/2018, 10:27:22 PM·2 votes·995 views

some in the air ideas to make the runes not just be look free damage so take me with probably brief explanation after of why does this even need damage on it in the first place

PRECISION

  • PTA: No proc damage ramp up your other damage doesn't need to be a burst
  • Conqueror: No bonus AD while active why make a tank killer rune also a squishy killer
  • Coup de Grace: no dmg on take down why is that even here, it is literally the only one ever taken because of it

DOMINATION

  • Predator: take of damage lower CD roaming potential is good enough to start snow balling doesn't need to be another damage option
  • DH all ready getting changes but the should be more interactive rather than free damage
  • Zombie ward: take away free damage Did you know this gives damage on it? WHY? -Ghost Poro: warding is good enough why does vision have to give damage again?

Sorcery

  • Summon Aery: just burn this rune it cant be improved its uninteractive free stat check make something to replace the stat check of this rune -scorch: DFT was removed for a reason, so you make it available to everyone?

Resolve

  • Grasp: just nerf it, it shouldn't make tanks slow assassins
  • Aftershock : take of damage A CC engager doesn't need to be doing free damage for doing their job, give them something more useful

Inspiration this one has no free damage in it, just free value in other ways

Things that were not include are due to me having no ideas i'm not a balance expert,much like the current team, but runes shouldn't just be decided on what gives me the most damage or is horrendously broken on my champion that it makes up for 20 free damage lvl 1

1 Comments

JeaneGreene10/31/2018, 10:57:30 PM1 votes

Most of these are actually really good changes. However I disagree with your idea on Scorch. A big issue with it is that it is actually pretty useless (dealing a mere 10 damage every 30 seconds). I think it would be more interesting if every 30 seconds your next spell burns your opponent, reducing their bonus damage stats for 4 seconds.