Inspiration Keystone Idea: Toolkit

Freewalker··21 votes·10,404 views

Toolkit

You get to choose two additional runes from any type of rune each.

Basically how this works is on the bottom right part of your rune page, a third part opens up, where you can click on one of the runes, and you choose between Precision, Domination, Sorcery, Resolve, or Inspiration. You then get to choose one rune from that type. You do this for both runes, choosing a type for each.

If you select a rune within one of your two main rune types, the choices that you already chose are blacked out and you can't choose them. Unless you choose a new keystone, the choices you make with it are blacked out on your main list, also. So, if you choose Magical Footwear with your main choice, and then you select Inspiration for Toolkit, you can't choose Magical Footwear because it's blacked out. If you select Perfect Timing, you cannot pick it if you switch Magical Footwear on your main list.


I made this to replace Kleptomancy, so it could be a 2nd rune for Inspiration as just the +5 gold part and no items.

13 Comments

DuskDaUmbreon3 votes

This...seems actually pretty good. Especially for the champions without a real keystone who want the smaller runes more.

The Dreamwalker1 votes

So, I have a question. Would this keystone still require you run say Inspiration and Sorcery but you get to choose another 2 runes from like Resolve and Domination?

Freewalker1 votes

Yes. Although, if that's too useful, I'd be okay with it just being between Inspiration and Sorcery.

The Dreamwalker1 votes

Oh no, I was just confused. I like the idea. Thank you for clarifying.

[sg-miss-fortune]

Skorch1 votes

Honestly I like it, although i dont see it replacing klepto, as I think thats the most used insp rune. It would probably be added as a 4th rune since a lot of other trees are getting 4

Backup4now1 votes

Thumbs up. One of the main issues I have with the new Rune system is how inflexible and restrictive it is. The only issue with that rune is that lots of characters don't want Inspiration primary.

BLACK REALM GOD1 votes

i think it would be overpowered. it doesnt need to replace kleptomancy. i like kleptomancy. it just needs to have less chance of receiving an item when using a ranged character is all.

i think this rune would be cool if it :

  • was a keystone
  • was in the inspiration path
  • allowed you to take 4-6 runes from any tree. i say 6 because the keystone itself doesnt really do anything but that might be extremely overpowered. i say 4 because it might make it more balanced if you have to sacrifice 1 rune.
Fefnil1 votes

Wait, you say that with 2 runes it would be overpowered, and then propose an iteration that does the same thing but with 4-6 runes?

BLACK REALM GOD1 votes

{quoted}

Wait, you say that with 2 runes it would be overpowered, and then propose an iteration that does the same thing but with 4-6 runes?

no, EUW account. that's not at all what i've done. what i've done is provided a scale that has a range of 4 to 6 because i don't know the possibilities or the implications of having that much freedom. by stating 4-6 i am assuming that the balanced version would fall somewhere between those numbers. as in 4 might be underpowered because you're getting 1 less rune and your keystone is worthless, 5 might be balanced except your keystone is sort of pointless, 6 might be overpowered, but you'd get a decent benefit from your keystone. So i've proposed that it should likely fall between 4 and 6. or in other words 4-6.

Fefnil1 votes

Except the first 6 words of your post were "I think it would be overpowered" referring to OP's proposal of having 2 extra runes in place of a Keystone. After that, you proposed a version that does the same exact things with 6 runes but, if deemed overpowered, reduced to 4. The point though is that 4>2. So if 2 is already overpowered, how is 4 right?

BLACK REALM GOD1 votes

{quoted}

Except the first 6 words of your post were "I think it would be overpowered" referring to OP's proposal of having 2 extra runes in place of a Keystone. After that, you proposed a version that does the same exact things with 6 runes but, if deemed overpowered, reduced to 4. The point though is that 4>2. So if 2 is already overpowered, how is 4 right?

i see what you're saying. you're reading my post in a way that was unintended.

normally when you get a keystone you then choose 3 runes for that keystone and then you choose a secondary path and get 2 runes from it. correct?

the OP's version grants you 2 extra runes on top of the normal version. that means you get the initial 3 runes + the 2 secondary runes + the 2 extra runes from "toolkit" which brings your total to a whopping 7 runes.

my suggested version grants only the runes you choose. not the primary set or the secondary set. you dont even get a secondary focus bonus. all you get are the runes. so that would be somewhere between 4 and 6 runes. im not certain what would be balanced, but it's around those numbers.

Fefnil1 votes

Ok, I see. So you mean a Keystone that lets you choose a number of runes chosen from all the pages INSTEAD of the 3+2 we have now. Put it like that it's not that bad, if we assume that we still have to choose primary and secondary page for the stat bonuses, and at this point I guess 5 runes, like the normal number of runes, is fine, since you get to pick them from any page but give up a keystone. It might work.

BLACK REALM GOD1 votes

{quoted}

Ok, I see. So you mean a Keystone that lets you choose a number of runes chosen from all the pages INSTEAD of the 3+2 we have now. Put it like that it's not that bad, if we assume that we still have to choose primary and secondary page for the stat bonuses, and at this point I guess 5 runes, like the normal number of runes, is fine, since you get to pick them from any page but give up a keystone. It might work.

correct.

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