Kleptomancy Change Idea

ME IS EAT U·8/20/2018, 5:04:44 PM·1 votes·895 views

Kleptomancy has always been a weird rune - being a mandatory pick for a few champions and being completely worthless on the rest. This change attempts to allow all champions to use Kleptomancy, sacrificing damage for the sake of utility and harder scalings.

Removed: All current aspects of Kleptomancy Added: Killing lane minions or jungle monsters grants 30% additional gold. This is increased by 1% for every 100 gold you are currently carrying. Added: Killing enemy champions grants extra gold equal to 30% of your current gold.

These changes attempt to grant bonus gold income to those who chose to take it. Additionally, it encourages saving up gold, creating the trade off of spending the gold to get more powerful or saving it to increase your gold even more. The next changes are made to keep some of the parts of old Kleptomancy.

Added: If you have Kleptomancy, you can buy mana potions at the shop, which restore 200 mana over 10 seconds and cost 35 gold. Added: With Kleptomancy, you can place 2 extra wards on the map at once and elixirs can be bought at any level for half price.

What do you think? This creates a rune more open to any champion while still keeping its unique aspects of gold and utility items. Reply with any changes you'd make!

3 Comments

QUEENxBOUDICCA8/20/2018, 5:08:29 PM2 votes

I think you just broke kleptomancy with those suggestions.

UzumakiNarutó8/20/2018, 5:09:28 PM2 votes

A little bit too op, don't you think? I think no mana potionss, no extra wards, because these things have nothing to do with the runes, and maybe just give 15% instead of 30% in everything.

KidnapperMorde8/20/2018, 7:34:33 PM1 votes

Wait this would make it mandatory on everyone to even stay even on gold wtf