I really, really liked the purpose behind these runes, but I feel like they could be worked on much, much better. I took the time to think of ways to make these runes work in a way that wouldn't make them overpowered and more interesting without changing the purpose they were originally thought for.
I hope you enjoy my suggestions, and would love if you'd give feedback and tell me if I captured what you were thinking of when making these runes!
Alchemist
My Opinion: Having the option of changing all-time utility for an earlier late-game is a really interesting and impactful idea. I'd place that on the first row in Sorcery.
Problem With It: Earning gold by missing last hits completely makes lane pressure much less punishing and rewards champions with a more passive playstyle that make up for that lack of gold need for having better scaling abilities. It's not that much of an impact on game modes that are much more focused on constant clashes (E.g. Howling Abyss, Nexus Blitz, etc), as most of the gold earned in those modes are from player kills and assists.
How I'd Do it: Make it so that whenever you use a non-rechargable consumable (Control Wards, Healing Potions, Elixirs), you generate around 35% of its gold cost over 3 minutes. While it IS less gpm than the current version (24 gpm), it rewards you for actively playing by placing wards and using your health potions to stay in lane and farm.
Secret Weapon
My Opinion: If you're playing a spell-based ADC, or a burst mage, having that extra "oomph" on your next attack in case you can't finish off an enemy with your combo can help a lot. This rune should be on the second row in Sorcery so it could work third row runes.
Problem With It: I think the rune loses all it's reliability if you give it such a long cooldown. You could make up for that damage by taking any of the first runes in Domination. It's not worth having a single strong basic attack every so minutes, that's what Summoner Spells are here for.
How I'd Do It: When all your non-toggleable, non-passive and non-ultimate abilities are on cooldown, your basic attacks deal 35-188 (+20%AP/45%AD) bonus adaptive damage. 25 second Cooldown.
Rootless (Renamed to Overpower for thematic purposes)
My Opinion: Sacrificing crowd control for more damage I believe is a high-risk/high-reward choice if you can capitalize on the short window of time you are granted the bonus stats. It can make for an interesting rune choice and requires good judgement of your and the enemy team's comp to be able to tell if one of your abilties will be needed or not. Again, I'd put it on the first row of Domination runes as an alternative to Cheap Shot.
Problem With It: Most champions with a root ability only have that as their form of CC (Some exceptions being
,
,
and
) and are entirely reliable on it to be able to pull out combos or escape (Like
,
,
,
,
, etc). Removing the root effect from their abilities wouldn't be worth the risk as it's pointless to gain extra damage if you have no reliable way to make use of that damage.
How I'd Do It: You can keep the same effects, just change it so that any form of hard cc can trigger it so more champions can benefit from it, removing the rare niche factor from it.
Unbound (Renamed to Nimbleness for thematic purposes)
My Opinion: Some champions rely entirely on slows to make up for their own movement speed. While limiting how long you can be slowed is great for ADCs, you can't forget any champion has access to Precision runes, and a lot (and I mean A LOT) of champions that aren't even ADCs could capitalize way better than them on that. I'd place that rune on the first row of Precision runes.
Problem With It: Having a flat scaling maximum slow duration on yourself causes any champion to capitalize on this rune with no real balance, and that is without mentioning the movement speed bonus.
How I'd Do It: Slows last for (100% / (100 + 60%~100% Bonus Attack Speed%)) of their duration. Remove the bonus to the movement speed, or else it'd just add to the slow counter. Make it scale with AS, ADCs will be able to capitalize a lot on it, and they're not the only champions that build it.
Say, you have 70% bonus attack speed and you're at Level 18, slows would last (100% / 170% =) 59% of their total duration.
Warrior Gen
My Opinion: Same issue with Unbound. It's just plain overpowered the way it is actually. Being an unstoppable threat to the enemy team should be something you earn. Imagine basically having a ulted Olaf against you for the whole match just because of the champion you picked, you just removed
and
from the game. I'd rework it entirely and place it on the third row of Resolve runes.
Problem With It: It only affects a single crowd control type and, because of that, it has a completely overpowered effect against it. You're basically countering champions with mechanics that revolve around it.
How I'd Do It: Remove the fear immunity part altogether. Make it reward aggressive play. Every basic attack will grant you a stack of Rampage, increasing your tenacity by 5% for 5 seconds and stacking up to 5 times.