Runes Reforged and how it could have been better.

Moonfall Saber··1 votes·1,167 views

So most of us thought that runes reforged was going to lower damage and help improve the game. As we can now see runes reforged added even more damage to the game to the place where the game is no longer fun. Many of us are sticking around with hopes that the game will eventually get better again but we have been waiting since season 4.

Heres a way I thought of to massively lower damage while still adding some core gameplay options.

Chose one of the following Keystones:

Spellweaving: After landing a spell on an enemy, follwoing spells will deal 15% additional damage. Lasts 3 seconds 45 sec cd

Infectious: Spell damage is reduced by 20%, however it deals an additional 40% over 6 seconds.

Duelest: Basic attacks deal +5 adaptive damage per attack (max 10)

Grasp of the Undying: While below 50% health your next basic attack heals for 6% of your max health (10 sec cd)

Aery: Aery follows you around and sometimes heals a low health ally or yourself. Upon taking lethal damage Aery will sacrifice herself to shield you for a large amount. (60 Sec Cd)

Toughened Skin: Gain a constant slow generating shield equal to 10% of your maximum health.

Chose one of the following Enchantments:

Furvor: After hitting an enemy, gain 15 move speed towards them (lasts 3 seconds)

Haste: Gain 5% move speed

Resistant: 15% slow resistance and tenacity

Grounding: Prevents being knocked up (120 sec cd)

Flanking: Gain 45 move speed out of combat

Chose one of the following Items:

Atmas Impaler: +15 health per level +1 AD per 250 health

Heart of Gold: +25% base mana regen per level +2 gold per 5

Malady: +1% attack speed per level Basic attacks deal 5% AP bonus magic damage

Will of the Ancients: 10% Spellsteal

Philosopher's Stone: +25% base health regen per level

The Brutalizer: +1 Lethality per level

Zephyr: +1% attack speed per level +.5% move speed per level

Runic Bulwark: +1 armor per level +1 magic resist per level

Blackfire Torch: +1 AP per level +5 spell damage per level

Chose one of the following mastery:

Overheal: Excess healing on you becomes a shield

Ravenous hunter: unique takedowns grant permanent healing from ability damage

Tinker: 40% reduced cd for active items and wards

Manaflow: Gain 1% of your missing mana as mana regen

Absolute focus: While above 70% health deal 10% more damage

Shield bash: When you gain a shield your next basic attack deals adaptive damage

Font of life: Impairing enemy movement marks them. Allies attacking a marked enemy are healed by a small amount.

Demolish: Deal 10% more damage to towers

Tankyness: Gain 5% bonus armor and magic resist

Minion dematerializer: Gain Minion dematerializers (current item)

4 Comments

The entire team1 votes

There’s so many percentages; are you trying to make late game more viable? Because it’s clear that’s your aim.

Moonfall Saber1 votes

Early game is fine now but mid to late game damage is our of control this would help lower some of that damage.

The entire team1 votes

[{quoted}](name=Moonfall Saber,realm=NA,application-id=3ErqAdtq,discussion-id=r41KURsx,comment-id=00000000,timestamp=2019-01-02T11:37:17.494+0000)

Early game is fine now but mid to late game damage is our of control this would help lower some of that damage.

No. It’s more like a damage shift instead. You’re shifting all early game damage into late game, which will make funnelling absolutely necessary.

Moonfall Saber1 votes

It would actually be reducing damage all together though.

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