New Runes (Ideas & Thoughts)
NEW RUNES
Hello, First I'd like to say thank you for reading. I've compiled my thoughts about what some of the new runes/keystones or whatever you want to call them should/could be.
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ADC (Marksman) - Make'em harder to kill. Thoughts - Lets face it ADC's (Marksman) are slowly becoming obsolete, I mean most games these days you're getting 3-5 man ganked, and that's not fun. I mean (hypothetically) why should you (the adc) be punished for your mid laner feeding their mid laner, just for their mid laner to come bot and 1 shot you? Especially if your winning your lane. A. Show No Fear - Every 10 Attack Damage you gain 1% Tenacity. (Caps at 300 AD) (Max 30% Tenacity) B. Strong Will - Every 5 consecutive auto attacks gain 1% life steal, stacks 10 times (max 10% life steal) Last's for 5-10 seconds. C. Summoner's Gift - Having a positive K/D Ratio cuts your respawn time by X amount. D. Token of strength - Start with 50 less gold , gain an additional skill point at the start of the match.
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Mages - Less 1 shotting , more outplaying. Thoughts - Ok so mages IMO are [ ladkj;alkfasdkfs;j ] <- unknown text xD, but you all know thats how you feel when your just minding your own business csing and then BAM a burst mage pop's out of river and proceeds to 1 shot you. A. All the riches - Every 100g that you earn from killing minions , earn an additional 25g. B. Latent Potential - Every 5% Cooldown reduction you have, gain 1% Ability Power (Max +8% AP) C. Adaptive Skin - Every 100 AP you have, gain +10 Armor & Every 500HP gain 10 Magic Resist. D. Skill Flux - Using 3 Abilities consecutively grants your next auto attack 100% of your AP as magic damage. (20 second CD)
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Tanks - More damage absorb , less ooooo I can take a hit and still pound your face in. Thoughts - Ok so who else is sic k and tired of these super tanks just bopping you on the head, all the while your shots feel like pew pew instead of BAM BOP POW. A. Hextech Armor - Gain +100 Max HP for every 10 armor you have. B. Healing Stasis - After falling below 20% HP , you go into a stasis gaining 50% of your max HP over 3 seconds (you become immune to CC and Damage but are unable to move or attack). (120 second CD) C. Colossal Goliath - Every 1000 HP grow 25% larger in size (Caps at 3000HP). D. Reflective Skin - After using an ability , for the next 3 seconds reflect 33% of any incoming damage back at the attacker(s). (30 second CD)
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Assassin's - ooooo everyone's favorite , more 1 shotting 1 person, less 1 shotting 3 people. Thoughts - Ok so I'm no expert on assassin's but I thought an assassin is suppose to get in, kill a single target, and then get out, not go in kill said target and then proceed to kill 2, 3, or maybe all of them. To me assassin's should have to pick out targets that are seperated from the flock, they should rarely or never be in a team fight ,they should be split pushing or assassinating.
A. Spontaneous Velocity - After taking 30% damage from one attack, you gain 50 movespeed decaying over 3 seconds. (30 second CD) B. Crippling Blows - After 3 consecutive auto attacks on the same target stun them for 1 second. (20 second CD) C. Hidden Danger - Stepping into a brush grants you invisibility for 1 second. (10 second CD). D. 6th Sense - After losing vision on an enemy they leave glowing footprints for 3 seconds.
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Supports - Last but not least supports, more HEY I'M HELPING , less WTF is this role for again? Thoughts - So we all know that support is the last pick for everyone when chosing a role to main, but lets change that. I think support in general has alot of control over a match if played well. I mean for one, in most matches the support is the only one buying vision for the ENTIRE TEAM, that in itself is amazing. I mean here you are on a minimum wage income and your spending all your hard earned gold on WHAT?!?! VISION FOR YOUR TEAM. A. I see you - When an enemy is spotted by one of your wards it will automatically PING your mini map and give you +10g. (5 second CD). B. Follow Me - When an ally is within X amount of range of you they gain +20 movement for 4 seconds (20 second CD). C. Handy Helper - Assisting an ally in getting a kill grants you an addtional 100g and restores 10% of your max mana. D. Healing Practitioner - Healing or shielding an ally also heals or shields you for half the amount.
[zombie-brand-mindblown]