Rune Changes Ideas
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?
, 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.
needs a buff to you? No else really uses those runes, so it is purely a way to buff him.
rushing the only viable tactic for marksmen since +45% crit dmg from quints a lone is a second IE.
and would make it even more annoying to push against them.