Rune Changes Ideas

Shibiko·7/24/2014, 5:35:44 PM·1 votes·669 views

So, when I play a game, I use lolnexus.com to look everyone up. Get a little insight on what they run. But it feels like I'm wasting my time. Why? Standard Runes all the time. Most players run with the flat armor and flat mr still. Mids will have magic/pen || Hybrid marks && ap quints. We just keep reinforcing the tanky meta...

Idea, lets nerf no rune, just a buff unused runes and maybe create some new runes! I want to see some mix up in runes when I play and actually use the majority of runes that I've own. Well I own all the runes. Also my goal is to make each Rune desirable to be used. If we have runes that aren't desirable, then our runes, in my honest opinion, lay unbalanced.

** Remember that these are just ideas and if you don't like it, post a comment. I'll Update the list as we discuss. **

Experience Quints increased to 10% from ** ~~ 2%~~ ** Revival Quints increased to 15% from ~~ 5% ~~ ** (New: Reduces Cooldown of Revive!)** Movement Speed Quints increased to 3% from ~~ 1.5% ~~ Mana Regeneration Quints increased to 3 from ~~ 1.25 ~~ Mana Regeneration, Scaling Quints increased to **0.67 per lvl ** from ~~ 0.24 per lvl ~~ Mana Quints increased to 75 from ~~ 37.5 ~~ Mana, Scaling Quints increased to 12.5 per lvl from ~~ 4.17 per lvl ~~ Health Regeneration Quints increased to 2 from ~~ 0.56 ~~ Health Regeneration, Scaling Quints increased to **0.56 per lvl ** from ~~ 0.11 per lvl ~~ Health Quints increased to 36 from ~~ 26 ~~ Health, Scaling Quints increased to **3.07 per lvl ** from ~~ 2.7 per lvl ~~ Health Percentage Quints increased to 2.25% from ~~ 1.5% ~~ Ability Power, Scaling increased to 0.56 per lvl from ~~ 0.43 per lvl ~~

Crit Damage Runes Putting extra note on these. These, in my opinion, should be very rewarding as they are a late game rune!! I've set the total to 100% Crit Damage, I'd love to set it to 150%, but I'll let a real balance team like Riot make that call.

Quints increased to 15% from ~~ 4.46% ~~ Marks increased to 3.34% from ~~ 2.23% ~~ Seals increased to 1.67% from ~~ 0.78% ~~ Glyphs increased to 1.12% from ~~ 0.56% ~~

** There are way too many runes to list all the marks, glyphs, and seals. I believe the idea for buff other runes have been made. **

New Runes Ideas: I'll just use quints for the example.

Attack Speed, Scaling by ** .75% per lvl** Herald of Protection increased effectiveness of shields and it's effects by 5% Medic increased effective of ability healing by 5% Infusion restore mana by 2% of damage dealt Havoc increase damage by 2.5% Summoner's Gift reduced cooldowns of summoner spells by 5% Item Upgrade reduce cooldowns of items by 5% Butcher deal 5% additional damage to Minions

(Seal) Seal Of Movement Speed increase movement speed by a 1.12 (Flat)

** Remember that these are just ideas **

Thoughts, questions, comments, and/or concerns?

2 Comments

Phoenix Kotori 7/24/2014, 6:08:55 PM2 votes

Experience Quints increased to 10% from 2%

Please no, Experience Quints are a dangerous dangerous thing mostly because of Nunu, if can hit lvl 2(and 3) from 2 buffs and no other monsters, the counter jungling hell we saw from last year will return, where nunu flashes over gets your buff and lvl2/3 instantly and kills you.

Mana Quints increased to 75 from 37.5 Mana, Scaling Quints increased to 12.5 per lvl from 4.17 per lvl

Does it really look Ryze needs a buff to you? No else really uses those runes, so it is purely a way to buff him.

Health Regeneration Quints increased to 2 from 0.56 Health Regeneration, Scaling Quints increased to 0.56 per lvl from 0.11 per lvl

What Health regen quints already give 2.7 per each (which is plenty) and scaling give .28 per lvl not .11 (you had the seal numbers here not quints) and personally I think no matter how much you buff hp regen scaling no will use it hp regen unless it is insanely broken (ie they break even pre-lvl 7-9), hp regen is a powerful stat for laning phase that falls out as the game goes on.

Infusion restore mana by 2% of damage dealt

Why bother trying to buff or balance the mana regen runes, when you want to add this which most likely overshadow it completely.

Crit Damage Runes

While I could see a case for buffing these, the changes here would all but make item 3031 item 3087 item 3046 rushing the only viable tactic for marksmen since +45% crit dmg from quints a lone is a second IE.

Attack Speed, Scaling by .75% per lvl

Attack speed is a naturally municipality stat, which is why there aren't an AS/lvl runes currently and probably shouldn't be.

Havoc increase damage by 2.5%

This would do the opposite of diversity, it would become a number crunch of AD/AP runes vs dmg% for your champion, strongly think this is a bad idea.

Medic increased effective of ability healing by 5%

This again problematic, most heal in this game are given decent base amounts and low AP ratios intentionally, this would be crazy strong due to the base amounts, especially if it apples to using healing on others.

Butcher deal 5% additional damage to Minions

This just promotes more anti-interactive wave clear stall from ranged abilities like we already see plenty of Gragas Orianna Ziggs and would make it even more annoying to push against them.

Angry Monster7/24/2014, 10:13:59 PM2 votes

I think you do not understand the term balance. A lot of your concepts are game warping.