Patch 9.1 Rune Changes (My Version)
This is a completely hypothetical post of what I would do if I were making the changes, at least to Runes in Patch 9.1. If I were to make changes on Champions or Maps, I'd probably make another post, as I've just been focusing on Runes for this moment.
NOTE: This will not follow the traditional patch notes setup used by Riot.
RUNES
Precision
Keystone Runes
Press The Attack https://vignette.wikia.nocookie.net/leagueoflegends/images/6/64/Press_the_Attack_rune.png/revision/latest?cb=20171126181645
Damage applied from proccing 3rd stack reduced from 40 - 160 (based on level) to 20 - 140 (based on level).
Exposure percentage reduced from 8 - 12% (based on level) to 6 - 10% (based on level).
True Damage Conversion percentage changed from 20% to 15%.
(Lethal Tempo and Fleet Footwork are not included as I would not make changes to them, at least at this immediate moment.)
Minor Runes
Coup De Grace https://vignette.wikia.nocookie.net/leagueoflegends/images/b/be/Coup_de_Grace_rune.png/revision/latest?cb=20171004082405
Bonus Damage to Champions below 40% health reduced from 7% to 5%.
Adaptive Bonuses granted on takedowns reduced from 9 AD and 15 AP reduced to 6 AD and 10 AP.
Reasoning for these changes: Looking at this so far one can easily surmise it is a general reduction in damage output for all of these runes. While they may not seem like much to some, each of these changes can easily stack up to greatly reduce burst damage, which seems to be a problem in the current meta. I have looked over and thought about these changes very extensively, and have tried to consider the viewpoints of all classes and champions that take these runes.
One could claim that the change to Conqueror, for example is a nerf to Skirmishers, maybe some Assassins, ADCs and certain Fighters that take the rune and a buff to Tanks and some of the more durable Fighters such as Juggernauts. I personally look at it more as a change to try and insert a bit more strategy into trades again, as it can both give the player FACING this rune a bit more breathing room since the true damage conversion is slightly reduced, and the player TAKING the rune will hopefully have to think a bit harder about when to proc it, as they won't be dealing QUITE as much true damage as they did before.
Then there's the Press the Attack change. One could claim it's a nerf to Auto-attack reliant Fighters that take it, just as an example (I know there are more classes that use it, just listing them off the top of my head). Once again, trying to bring back a BIT of strategy. But, when it were to be procced, it would hopefully not feel like a "One and Done" as it sometimes feels depending on your level or the champion you are playing.
For Coup De Grace, it was an attempt to bring it slightly more in line with the other runes of it's tier. Cut Down has 4% as it's bonus, Last Stand has 5%, so to bring a bit more matching numbers, I changed Coup De Grace to 5%. I thought about raising Cut Down to 5% for some perfect symmetry among all 3, but then I would most likely have had to change the health threshold for activation from its current values, and that would require a lot of math to try and get an increment that doesn't seem TOO large or small, as the variables are quite numerous when considering each champion's HP values. As for the Adaptive Bonus reduction, I just figured that since I changed the percentage value I might as well do the rest.
Domination
Keystone Runes
Procced Damage reduced from 30- 180 to 20 - 140. AD and AP Ratios unchanged.
Damage on next attack/damaging ability reduced from 60 - 180 to 30 - 150. AD and AP Ratios unchanged. Movement Speed bonus granted upon activation unchanged.
(Dark Harvest and Hail of Blades are not included as I would not make changes to them, at least at this immediate moment.)
Minor Runes
Adaptive Bonus granted reduced from 3 - 12 AD and 5 - 20 AP to 2 - 10 AD and 3 - 15 AP.
Eyeball Collection https://vignette.wikia.nocookie.net/leagueoflegends/images/1/15/Eyeball_Collection_rune.png/revision/latest?cb=20171004082252
Bonus AD and AP granted from eyeballs reduced from 0.6 AD and 1 AP to 0.5 AD and 0.8 AP for new maximums of 10 and 16 respectively.
Bonus granted from completing the collection reduced to 5 AD and 8 AP.
Reasoning for these changes: Like Precision, this is another general reduction in a lot of the damage-related runes in this tree. Not all of them were changed, and it's not like I consider the ones I DID change to be outliers or problem runes, these are just changes I would make while just like with Precision, I have looked over and thought about these changes very extensively, and have tried to consider the viewpoints of all classes and champions that take these runes.
For Electrocute, I recalled the days of Thunderlord's Decree, and looked at the two very closely, trying to compare damage values when I recalled the times that Thunderlord's WAS considered problematic. While Electrocute (Based on MY experience) has not been the poster child for problems in THIS particular meta (Dark Harvest obviously takes the crown for that one) I decided I'd give it a change to bring it down a bit since Dark Harvest got the nerfs it did (Both Hot-fix and otherwise).
On Predator, I don't see this one used a whole lot, (Perhaps it's my rank, since I'm Silver 2, as least as of this post) so I didn't have much personal experience to go on (Whether using it or having it used against me). So instead I looked at the numbers on the various bonuses it grants (Movement Speed, Activation Damage and Ratios) and experimented with various numerical changes. Eventually I just decided to reduce the damage like I had done with Electrocute, for the same reasons as it says above for Electrocute.
With Ghost Poro, I didn't feel I needed to change a whole lot, since it already had the requirement of placing the Poro IN enemy territory to gain the bonus AD/AP to begin with; it probably COULD get by without these changes really, but I figured what the heck, since I'm dreaming I might as well reduce damage more.
Now, for Eyeball Collection. I experimented with increasing the amount of Eyeballs that can be collected but reducing the bonuses they grant, or reducing the amount that can be collected while increasing the bonuses they grant. Eventually I just decided on a slight reduction in the bonuses they grant to reduce the snowballing effect they can sometimes have if the player using them is able to rack up kills quickly and effectively.
Resolve
Minor Runes
Maximum Health Ratio bonus reduced from 30% to 25%.
Reasoning for these changes: This is just a change to help Turret Plating to be slightly less easy to obtain for Demolish users, as if they are playing a champion that can really shove a lane, proccing it every 45 seconds isn't all that hard if you know your wave management.
CONCLUSION
Well, those are my ideas for some changes! Tell me what you think, or if you have your own ideas, feel free to comment them!
GL and HF in your games!
[slayer-pantheon-thumbs]
and
that take it. I've seen junglers like
, or
and
take it, just to name a few. For example, Each of Xin's strikes on his Q count as a proc for it. Shyvana's Twin Bite gives her two procs in a single attack, like Renekton with his Ruthless Predator. It's not as much of a niche pick as some may think.