I had thought spellbook would be the one to go

Tychusfindlay918··1 votes·168 views

But I truly believe it's time that Riot seriously consider the 100% COMPLETE REMOVAL of the kleptomancy rune with NO chance of return.

Thankfully, given the very creative nature of the inspiration true, I'm sure it wouldn't be out of the realm of possibility to craft other "rule-breaking" keystones to replace kleptomancy's departure. Rule-breaking isn't necessarily bad (I think spellbook is a pretty decent keystone), but unfettered RNG has proven itself to be a balance nightmare. Is the GP going to get an elixir of skill and 2 mana pots to keep bashing my fucking head in, or is he going to get 4 bags of gold and come back with a sheen when I onl have a ruby, or is he just going to get a couple of stealth wards and get steamrolled the fuck over because he has a useless keystone? You see the problem here?

Like I said, inspiration tree by its very nature leaves a lot of room for experimentation, so let's just agree that the klepto experiment failed.

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Shatter the Sun1 votes

{quoted}

But I truly believe it's time that Riot seriously consider the 100% COMPLETE REMOVAL of the kleptomancy rune with NO chance of return.

Thankfully, given the very creative nature of the inspiration true, I'm sure it wouldn't be out of the realm of possibility to craft other "rule-breaking" keystones to replace kleptomancy's departure. Rule-breaking isn't necessarily bad (I think spellbook is a pretty decent keystone), but unfettered RNG has proven itself to be a balance nightmare. Is the GP going to get an elixir of skill and 2 mana pots to keep bashing my fucking head in, or is he going to get 4 bags of gold and come back with a sheen when I onl have a ruby, or is he just going to get a couple of stealth wards and get steamrolled the fuck over because he has a useless keystone? You see the problem here?

Like I said, inspiration tree by its very nature leaves a lot of room for experimentation, so let's just agree that the klepto experiment failed.

Thats the answer and the "problem" right there. Its RNG and when you take the rune you are hoping to get good gains from it. The trade off is the RNG and that you play around what you get. If you get a elixir of iron then you can be more aggressive. If you are running oom and need mana and you use the last bit of mana to try to get lucky with a mana pot then you got lucky. Now your opponent has to play around the fact that you have mana again. The situations vary so much so that nerfing or buffing the rune would be an extreme because each variable [item] offers up different situations, although minor, they do add up.

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