Bring back ACTUAL glyphs.
Crit chance, starting health, scaling health. Bring it back.
Even bring back dodge chance or something. Expand the meta.
If I want to start with 18% attack speed, I want 18% attack speed and not just 5% and 8 armor.
Crit chance, starting health, scaling health. Bring it back.
Even bring back dodge chance or something. Expand the meta.
If I want to start with 18% attack speed, I want 18% attack speed and not just 5% and 8 armor.
i wouldnt mind a crit rune. but it should work like transcendence, or magical footwear, or
where it activates after a certain amount of time.
otherwise you run into the same problem with single crit runes back in the day, that people just randomly win lane off a lucky crit at lvl 1 or lvl 2.
maybe they could even make it like gathering storm and have it make 5% crit chance every 5 minutes.
[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=u1VQonAY,comment-id=0001,timestamp=2019-07-17T22:22:41.182+0000)
i wouldnt mind a crit rune. but it should work like transcendence, or magical footwear, or
where it activates after a certain amount of time.
otherwise you run into the same problem with single crit runes back in the day, that people just randomly win lane off a lucky crit at lvl 1 or lvl 2.
maybe they could even make it like gathering storm and have it make 5% crit chance every 5 minutes.
Increased crit damage depending on missing health?
I want the old runes also not just DAMaGE
I want the old runes also not just DAMaGE
These runes are just damage, damage fast or act like you actually negated damage.
Meanwhile 1% crit chance changed botlane for the better, tanks could actually tank, and Kayle could have an early game without feeding.
[{quoted}](name=AFK Yuumi Main,realm=EUW,application-id=3ErqAdtq,discussion-id=u1VQonAY,comment-id=00000000,timestamp=2019-07-17T21:48:48.111+0000)
These runes are just damage, damage fast or act like you actually negated damage.
Meanwhile 1% crit chance changed botlane for the better, tanks could actually tank, and Kayle could have an early game without feeding.
it allows a different early game every game thats why i loved the older runes either you want hardcore cheese setup magic Pen or do you want to sustain more in lane.
it allows a different early game every game thats why i loved the older runes either you want hardcore cheese setup magic Pen or do you want to sustain more in lane.
On the Off-meta side it was the core of playing a champion in a different way. Full scaling MR Galio made him a magic-absorbing bruiser he was supposed to be. Meanwhile you had people doing ADC Annie and starting with just enough attack speed to make it work. Or you played Riven, with 1% crit chance and demolished someone because of that 1/100 chance of almost quad damage.
The meta was unbounded. Sure new runes brought in rule breaking abilities like no attack speed cap, but I can tell you Arcane Comet is NOTHING like Deathfire's Grasp when it came to off-meta AP picks like Jinx.
Stat shards could stand to have more options, but the micro gaming of 0.9 armor reds isn't worth it.
Instead of "offense," "defense," and, "flex," a primary stat shard (basically the value of around 2 quints or 6 of the highest value rune), and 2 minor shard (valued around 6 "off" runes like armor or AP reds) would allow flexible and meaningful changes for matchups without the micro management of the old system
One interesting alternative could be having a Major shard, a minor shard, and a separate scaling shard to recreate things like big boi full armor or taking scaling MR into an AD lane with three other AP enemies
Some examples
Major shards: 12 Armor, 16 Magic Resist, 60 Health, 15 adaptive force, +14% Attack Speed,+ 7.5% CDR, +3% Movement Speed
Minor shards: 5 Armor, 6 Magic Resist, 20 Health, 6 adaptive force, +12.5% crit damage, +6% attack speed, +2.5% CDR , +25% base resource regen
Scaling shards: (up to) 16 armor, 20 Magic Resist, 80 Health, 20 adaptive force, +10% CDR
This is overall less than the numbers of the old system, but it's also keeping in mind the base stat increases from Masteries Renamed Runes Reforged
And no crit chance because invisible random trade wins aren't conducive to positive gameplay.
Stat shards could stand to have more options, but the micro gaming of 0.9 armor reds isn't worth it.
Instead of "offense," "defense," and, "flex," a primary stat shard (basically the value of around 2 quints or 6 of the highest value rune), and 2 minor shard (valued around 6 "off" runes like armor or AP reds) would allow flexible and meaningful changes for matchups without the micro management of the old system
One interesting alternative could be having a Major shard, a minor shard, and a separate scaling shard to recreate things like big boi full armor or taking scaling MR into an AD lane with three other AP enemies
Some examples
Major shards: 12 Armor, 16 Magic Resist, 60 Health, 15 adaptive force, +14% Attack Speed,+ 7.5% CDR, +3% Movement Speed
Minor shards: 5 Armor, 6 Magic Resist, 20 Health, 6 adaptive force, +12.5% crit damage, +6% attack speed, +2.5% CDR , +25% base resource regen
Scaling shards: (up to) 16 armor, 20 Magic Resist, 80 Health, 20 adaptive force, +10% CDR
This is overall less than the numbers of the old system, but it's also keeping in mind the base stat increases from
Masteries RenamedRunes ReforgedAnd no crit chance because invisible random trade wins aren't conducive to positive gameplay.
The 1% early game win is why bot used to be fun. Anyone could turn around a lane at any moment.
[{quoted}](name=AFK Yuumi Main,realm=EUW,application-id=3ErqAdtq,discussion-id=u1VQonAY,comment-id=00020000,timestamp=2019-07-17T23:29:37.013+0000)
The 1% early game win is why bot used to be fun. Anyone could turn around a lane at any moment.
I think crit damage is fine enough. It means the first back
is weighted in favor of the one taking the riskier lane start rune while having enough unique interactions of its own to contribute over the raw random chance.
,
,
, etc with guaranteed crit mechanics.