A rehash of the Inspiration tree to better capture the idea of breaking the game's rules.

Bârd··2 votes·871 views

Inspiration

Rule Bending

Keystones

  • Cosmic Insight: Removes the CDR cap, but multiple sources of CDR stack multiplicitively instead of additively.
  • Unsealed Spellbook: At the ten minute mark (and once every ten minutes afterward) you may replace one summoner spell. That spell will be on CD for 60 seconds upon choosing it.
  • Enchanted Shroud: You are not visible on the mini map if there is not an enemy champion within 1200 units.

Contraption

  • Hextech Flashtraption: If one of your summoner spells is on CD, it is replaced with Hexflash until it comes back up.
  • Hexflash has a 20 second CD. Having both summoner spells on CD does not give you two Hexflashes.
  • Magical Footwear: Unlocks Enchanted Laces for purchase.
  • Builds out of any upgraded boots, costs 1500 gold.
  • Causes your boots to not take up an inventory slot.
  • Perfect Timing: Enables you to fudge the duration of any stasis inflicted by an allied effect.
  • Pressing Q during stasis will shorten it by half a second.
  • Pressing W during stasis will lengthen it by half a second.
  • This includes Guardian Angel, (allied) Tempered Fate, Stopwatch/Zhonya's Hourglass, (formerly) World Ender, Frozen Tomb, and Chronoshift.

Tomorrow

  • Future's Market: You can sacrifice some of your accumulated XP for gold.
  • 3 XP converts 1 gold.
  • Can't be used if losing XP would result in losing a level.
  • Oracle: Once every 5 minutes, you can make a prediction, choosing an enemy champion. If the next death among all champions is your chosen enemy, gain a bounty of XP (regardless of whether you participated).
  • 56-360 XP based on level.
  • Interest: Every 10 seconds, generate bonus gold equal to 2% of your current gold.

Beyond

  • Auric Lens: +1 max sight ward, +100 sight range on you and your wards.
  • Homeward: Reduces the channel time of Recall by 3.5 seconds.
  • Spirit Projection: +150 cast range.

Might do the other trees, but most of my ideas fit best here. Goal for the other trees would be high power runes that don't directly provide damage.

9 Comments

Natsu E Dragneel3 votes

some of these are really good ideas.....the rest are just HORRIBLE and would ruin the game if put into it.

Teh Song1 votes

literally everyone would always take enchanted shroud and magical footwear no matter what they were playing.

Bârd1 votes

Definitely not, lol.

Enchanted Shroud does nothing whatsoever in combat, and people will still see you if they pan their camera to where you are. It's great for split pushers and junglers, not so much otherwise.

Magical Footwear is one of the best runes in a 60 minute match where everyone is 6-slotted, but how often does that happen? Out of the options in its row, it's probably the most broadly applicable, but whether it's stronger than runes in other branches is another matter entirely.

arowin2421 votes

wow, well that's one way to completely wreck the normal game rules.

though these runes seem to be more designed to generally screw with rules and no particular role or class in tought lemme give some critique on this.

so first of all there seems to be no focus on a class or role, the most role-oriented thing i see here is the beyond category, with 2 possible enhancements to warding (1 making it safer to ward due to range increase, the other making warding entire portion of the map more realistic.)

with that out of the way lets move on to the keystones:

  • cosmic insight: with CDR stacking multiplicative instead of additive this rune can easily turn an character into a late-game monstrosity, provided that any early CDR gets to be less effective(as this effect only becomes useful at 50% CDR providing about 41% CDR at that point but capable of a maximum of 73.8% CDR with like 6 BC or something)

  • unsealed spellbook: seems like a nerf compared to the current version.

  • Enchanted shroud : this will be a low-elo nightmare and general balance issue, almost any jungler can pick this to make warding in the enemy jungle useless, or abuse it by making ganks almost unavoidable.

now onto contraption

  • Hextech flashtraption: almost unchanged, but the addition of not having to run flash already to use it could make it more versatile (if it wasn't for the fact that almost EVERY champ EVER takes flash regardless of role/position)

  • Magical footwear: again, a late-game monstrosity, but this will probably see little use outside of ADC's (whom almost always go precision + sorcery secondary) as opening up another item slot while keeping the boots effect is VERY powerful in the ultra-late game.

  • perfect timing: seems alright, but is only useful on champs running zhonyas or GA

onto tomorrow

  • Future's market: 3 exp for 1 gold? XP is worth way more than gold, and by the time you reach level 18 your pretty much full build anyway, this rune would NEVER be considerable for using due to XP value.

  • oracle: could be abused to guarantee an XP advantage over your lane opponent, then again, might be a bit too niche to pick up?

  • interest: OP, generating more gold is broke as hell and the reason why few champ even have access to it, currently only Cull is able to generate additional gold (not talking about support items they are meant for a role that will never truly farm minions) and TF and GP are also able to do it, accelerating builds even harder on champs like Draven seems like a terrible idea.

lastly beyond

  • auric lens : must pick on supports due to sight range increase and max ward limit increase but useless on other roles.

  • homeward: could be very powerful on rakan & xayah combo, otherwise could make baron recall broken (0.5 seconds recall yikes!)

  • Spirit projection: this is ward cast range right? unfortunately for warding this rune is outclassed by auric lens.

regardless great work these look like interesting runes to pick! and the actually break rules n' stuff. i will look forward to your next set of runes.

That's all.

Bârd1 votes

Cosmic Insight: Potentially very strong, but you'll need to dedicate your entire build to it, which isn't always ideal.

Spellbook: The swap persists. You can take ignite for lane dominance, then swap to TP for split pushing, then swap to Ghost for teamfights.

Enchanted Shroud: Wouldn't have much impact in low elo IMO; hiding from the minimap doesn't change anything if people don't ward or look at it.

Hexflash: Yeah pretty much. Only really significant for Alistar.

Magical Footwear: Incredible lategame, but it does absolutely nothing early on.

Perfect Timing: Maybe I'm biased as a Bard/Zilean player, but I'd use the shit out of it.

Future's market: Values are based on the bounty of a melee minion. They give roughly 60 XP and 20 gold.

Oracle: Definitely could, but it won't always work. If somebody else dies (on either team), you don't get your bounty.

Interest: Yes and no. More money is great, but if you spend money you don't get anything.

Auric Lens: Certainly good on supports, but the other options could be better.

Homeward: Empowered recall is its own spell, and is not enhanced further.

Spirit Projection: Not ward cast range, general cast range. Morg can shield people from further away, Blitz can hook people from further, Rakan can actually use his heal in the laning stage.

Thanks for the feedback!

arowin2421 votes

{quoted}

Cosmic Insight: Potentially very strong, but you'll need to dedicate your entire build to it, which isn't always ideal.

Spellbook: The swap persists. You can take ignite for lane dominance, then swap to TP for split pushing, then swap to Ghost for teamfights.

Enchanted Shroud: Wouldn't have much impact in low elo IMO; hiding from the minimap doesn't change anything if people don't ward or look at it.

Hexflash: Yeah pretty much. Only really significant for Alistar.

Magical Footwear: Incredible lategame, but it does absolutely nothing early on.

Perfect Timing: Maybe I'm biased as a Bard/Zilean player, but I'd use the shit out of it.

Future's market: Values are based on the bounty of a melee minion. They give roughly 60 XP and 20 gold.

Oracle: Definitely could, but it won't always work. If somebody else dies (on either team), you don't get your bounty.

Interest: Yes and no. More money is great, but if you spend money you don't get anything.

Auric Lens: Certainly good on supports, but the other options could be better.

Homeward: Empowered recall is its own spell, and is not enhanced further.

Spirit Projection: Not ward cast range, general cast range. Morg can shield people from further away, Blitz can hook people from further, Rakan can actually use his heal in the laning stage.

Thanks for the feedback!

well that certainly clears things up. so let me also clear things up

Cosmic insight: basically only useful on a riven or garen building 6 black cleavers or spear of shojins, at which point they will enter URF mode and completely degrade general gameplay because their (relatively) careful balance has just been thrown out of the window.

Spellbook: nothing wrong with this one, keep in mind that the current one (which is stronger than your version) has a very low playrate. (due to damage being more important over utility.

Enchanted shroud: true, but low ELO players have a hard enough time to keep track of their enemies, this just makes it worse (combine with invisibility for 3x the fun!) also, broke in high ELO / pro play because again, it makes warding the enemy jungle useless as players cannot look away from their champ, they can at most check the minimap.

hexflash: thresh, alistar, annie, blitzcrank... these champs come to mind whom would run this.

magical footwear: late-game only items can be very powerful. but you would have to reach it first...

perfect timing: yeah, lissandra, swain, kennen. some other come to mind whom would also abuse this.

Future's market: the problem is that level ups clock in at an average 560 gold worth, which converted to xp would be 1680 xp which is a level up, which also grants a skill point, so this is kinda pointless. it only becomes more efficient at levels 16-18 (at which point you want to become max level so that all your abilities are max rank.).

oracle: seems fine, could backfire, could set you ahead.

interest: if you have 500 gold in your bank you gain 10 extra gold, this stacks up quickly, and some items have high combine cost, leadign to large amounts of gold made. extra gold is always good as it accelerates champions in general. this is why i think it is OP

auric lens: so yeah an amazing support rune, but because vision is so powerful this would definitively be a balance issue. (the team who is ahead gets to ward large portions of the map almost uncontested.)

homeward: ah ok. yeah than this seems fair.

spirit projection: WHAAAT? 150 range is the same as rapidfire cannon, and the more targeted spell a champ has the more abusive this gets, can you envision annie or malzahar running around with this?

despite all of that i would love to test these! unfortunately riot doesn't let us test our own proposed balance changes. (or create truly custom games for that matter.)

That's all.

MagicFlyingLlama1 votes

What could go wrong.

figold6661 votes

Keystone and contraption are underpowered and too narrow. Interest and Spirit projection blow all other choices at the tier out of the window.

Posui Gart1 votes

Cosmic Insight: Removes the CDR cap, but multiple sources of CDR stack multiplicitively instead of additively.

Worse version of +5%cdr unless you stack item 3071

Unsealed Spellbook: At the ten minute mark (and once every ten minutes afterward) you may replace one summoner spell. That spell will be on CD for 60 seconds upon choosing it.

Looks like a weaker version of release Unsealed Spellbook

Enchanted Shroud: You are not visible on the mini map if there is not an enemy champion within 1200 units.

So basically the rune does nothing special for you but forces enemies to constantly check over their map? That would be the most hated keystone in the game

Magical Footwear: Unlocks Enchanted Laces for purchase. Builds out of any upgraded boots, costs 1500 gold. Causes your boots to not take up an inventory slot.

Thats actually interesting, but will probably be either totally useless or must-have depending on game length. Gathering Storm is nowhere close to this.

Perfect Timing: Enables you to fudge the duration of any stasis inflicted by an allied effect.

I am all against buffing item 3157 active(and I am not an assassin main), and this is a massive buff

Future's Market: You can sacrifice some of your accumulated XP for gold.

I don't know exact numbers, but isn't it too op for lvl16+ champions?

Oracle: Once every 5 minutes, you can make a prediction, choosing an enemy champion. If the next death among all champions is your chosen enemy, gain a bounty of XP (regardless of whether you participated).

Would be abused by choosing an already dying enemy, and the bonuses are somewhat weak.

Interest: Every 10 seconds, generate bonus gold equal to 2% of your current gold.

This is just a bad game mechanic. It is acceptable in tft where the only alternative is rerolling, but not in normal games

Spirit Projection: +150 cast range.

Did you ever think "Why there are almost no spells with non-constant cast range?" People were playing with and against that Morgana Q and other things for years already, and now there is a rune that just breaks it all? Not to mention all those short low-cd dashes(imagine Vayne dashing almost twice as far with every q) and targeted spells(Gangplank q poke).

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