Possible Kleptomancy nerf suggestion

Familiar Faces·11/22/2017, 2:38:51 PM·3 votes·853 views

So it's clear the primary purpose of kleptomancy is a supplemental gold stream, particularly helpful to supports with their 0 cs gameplay. But it is being abused in particular with low cd auto attack spells that have some range in them or mobility. As it stands, Fiora, GP and Ezreal have some of the highest winrate in the game with Kleptomancy. The power is actually cringe worth but I have a small fix that doesn't remove the power of the rune but limits it's ease of abuse.

Fix: When an ability is cast, auto attacks will not trigger Kleptomancy until after 1 second delay. This forces champions to have to actually auto attack AFTER they cast their spell. Additionally the elixer that grants straight AD (as opposed to adaptive power) should be removed.

2 Comments

Shatter the Sun11/22/2017, 4:09:36 PM2 votes

This would make it far more risky to use the rune. You have to wait and in 1 second they could walk away and you just wasted it. If anything, just make it so ranged lose the 25 extra range and the cd is 4 seconds for them instead of 2 that way its less gold overall for ranged. Leave melee with the current version. Make gp's Q count as an ranged aa and have it put it on cd for 4 seconds.

Familiar Faces12/2/2017, 10:46:39 AM1 votes

The rune has way too much reward and exploit for there not to be some added risk imo. Press the attack takes longer to activate since you need to auto 3 times to proc it and even at max attack speed and uninterrupted attacking, it won't activate in 1 second. Lethal tempo has a delayed activation of 1.5 seconds (off the top of my head, may be wrong lol). To me if you going to be rewarded with additional gold and buffs for harassing, it needs to be an additional effort. Champions who cannot commit to a trade for a mere 1 second are frankly exploiting the rune way too easily. The rune encourages additional engagement, at it's core. Players unwilling to commit a mere 1 second should not benefit thematically. Yes it straight nerf GP, Ezreal and iora i they do the non interactive Q and run poke style. But if they commit an additional auto.., their harass gets stronger, counterplay is more avail and they get rewarded for actually trying to trade/harass. On the counterplay thing, how you play vs lethal tempo or press the attack is you avoid extended trades. It's not a case where GP Qs you and it's too late, the rune has fully profited. The other rune that lacks counter play is aery.., she's too strong for how easy her proc is to access. And just so we are clear, early game on most champions, by the time you uninterruptedly auto attack twice..., more than a second has passed.