Triumph is still too much stronger than Dangerous Game ever was
When the rune changes hit, there was no explanation given as to why Dangerous Game was tripled in strength. The obvious excuse would be that the mana refund was removed, but that doesn't hold up since mana is such a non-problem with the current state of mana items that even two of the most classic examples of mana-based passives had to be changed because they essentially had no passive. (Nunu and Lissandra)
As it is, it's far too powerful. Many of us for years were used to expecting an even trade with ignite because Dangerous Game didn't grant the safety Triumph does. But now even with Grievous Wounds applied, Triumph's still stronger than Dangerous Game. With that in mind, it's easy to see how taking it can turn what should've been an even lane into a snowball.
My suggestion would be to cut it back down to 5% as it always was, and increase the gold bonus to 45-- but only grant it if you're alive to receive the heal. That way getting the kill and dying to ignite still gives you a gold advantage, but you can't just rely on Triumph to undo your mistake.
One argument in the comments is that it's more powerful because all runes are more powerful, but that ignores the fact current runes have the strength of old masteries and runes together-- and it was extremely niche to take 7% max HP runes, nevermind the fact there was no such thing as a rune that buffed up the Dangerous Game mastery.