Just some fun rune ideas!
I thought I would just share some rune ideas I had that I think would be cool in the new rune system.
Obviously they probably won't be added, but I thought I would share my ideas anyway!
~~Alchemist: Every 3 minutes, you create a potion, so long as you have an inventory spot. Otherwise, the potion will automatically be used (or will just give the gold that would be gained by selling a potion). If you have a refillable potion or corrupting potion, this will instead add 1 charge to the item, without you even having to back! In addition, all potions and potion charges created this way add 15 health and mana instantly upon use.
Defiantly a bit weak in the late game when potions don't do much, but would be nice in the early and mid game for some sustain!
~~Solar Trinket: Adds a new trinket to the shop, only for you - Using this trinket will cause a channel for 1.5 second. After the channel, you unleash a ray of light, that can be moved and aimed with the mouse. This ray of light will reveal any non-stealthed champions in the ray, but the cone of vision will decay as you use the trinket. Instead of storing charges like wards or having a cooldown like sweeping lens, it has a % charge.
This can be used to check bushes before entering them, the range of the light ray is so far that a mid laner with this ability can stand in the middle of the lane and reveal almost all of both rivers if they move the ray of light along both rivers.
At level 9 the trinket can be upgraded to take only a .75 second channel, have a slightly farther reaching light as well as a faster recharge (however, it also has a faster decay!).
Because being able to see the whole river or a good portion of the jungle is really powerful, the downsides are that it prevents you from using the other trinkets, and it obviously doesn't show beyond walls.
~~Mercy of the Life Goddess: Dying from a champion will temporarily increase your armor and magic resist by 30 (reduces by 1 for every .1 second in combat with a champion, to hopefully prevent you from abusing the increased resistances to kill your lane opponent. resistances are restored after being completely out of combat for 5 seconds), increase your base health regen by 200% while out of combat, and causes you to deal 25% bonus damage to minions and small monsters. After 5 minutes, or after getting a kill, this buff is removed. After the 25 minute mark, you no longer obtain this buff.
Basically an anti-snowball rune, maybe to help survive a losing matchup and not be a burden to your team. The resistances and health can help prevent you from immediately dying upon return to lane, and the health regen can help you recover from their trades, and the bonus damage can help you wave clear so they can't shove you under tower. However, it can also be a maintain-snowball rune, because if they manage to kill you, you come back with more resistances and wave clear for pressure. Downside is the rune is useless if you don't die or in the late game!
Runes like "time spent dead" like we currently have are really dumb and unhealthy for the game, but this gives people who are facing their hard-counters a little bit of breathing room if they decide to play more passively after dying.
~~Energy Shield: Passively generates a special shield, with a value between 0-100. Taking a tower shot will remove 80 points, but also remove the damage. Taking minion damage will remove the shield by 20, and also prevent the damage. Being out of combat will charge the shield slightly faster.
Being damaged by a champion will remove 5 points from the shield, but will not reduce the damage, meaning the enemy being tower dove can try to quickly damage you 5 times to prevent your shield from blocking the tower shot (adds some nice counter play so it's not OP!)
Obviously good for early levels when minions can pack a punch, also good for tower dives, but has good counterplay!
~~Brittle Skin Gain 10 (+ 1 per level) bonus armor and magic resistance. Taking damage of any kind will remove this bonus for 6 seconds. Good against poke, useless in other cases!
~~Mana Surge Expending mana temporarily increases your movement speed based on %maximum mana spent. For example, using a 100 mana spell when you have 1000 mana increases your movement speed by 10%. Maximum 20% movement speed boost. Movement speed bonus decays over 3 seconds.
Grants tons of bonus movement speed. However, building mana will cause you to have a larger mana pool, meaning you get less movement speed from your abilities! Think carefully when building items!
~~Mana Gamble All damaging abilities cost 20 less mana to cast, however not damaging an enemy champion with the ability will cause it to cost 30 extra mana after the ability has ended (meaning, for example, missing an ezreal ult will not cost the extra mana until the ult is off the screen).
Great if you can land your poke, really bad if you screw up and miss your poke, also bad for wave clear because obviously you won't be damaging the enemy champion.
Yeah, that's just some of my ideas. Let me know what you think! Numbers are obviously meaningless, as I can't play test these, but its the concepts that are important.