How I would rework the rune system (shitty idea but w.e.)
Hii, so, this is mainly cuz I just like theorycrafting, but if I would be allowed to design the runes rework, it would have the following goals:
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Allow players to create unique playstyles, much like the mastery system, while also allowing different options per playstyle, allowing for a game per game difference, depending on the teams, instead of the champion you play.
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Make it easier to earn these runes, and to make choices, by intuitive names/options, as well as removing secondary rune effects. Each rune should feel like a solid option you've earned and never feel bad to have equipped.
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Make complete pages feel like complete pages, instead of a gathering of stat runes.
So, how do I want to do this?
Firstly, each class of runes focusses on a different aspect of your playstyle, and offers different bonusses, which each class never having an optimal option in those. Marks focus on the offensive part of your playstyle, seals on the defensive, and glyphs on the utility part. Quintessences will focus on unique boosts that push you into a certain playstyle.
Secondly, runes will have simple names, just like before, but now will also have class tags, based on the mastery system. Also, earning mastery levels 3 or higher for champions with these classes will "earn" you runes for these classes. You will still be able to buy them with IP, of course. This makes it less good for most players to outright buy all runes, while still allowing you to bypass the gathering process if you really want a set of runes for your playstyle. Besides this, IP prices should be lowered for most expensive runes, making them at max 200~ip for the top tier runes. (possibly, surplus runes could be disenchanted for yellow/blue essence). (
Lastly, since runes will have tags, lets explain why. Each quintessence will give a unique bonus, and will offer more bonus, the more runes you have equipped of the class belonging to that quintessence. Besides the baseline bonus they give, they'll also:
At 9 normal runes of that class - increase the bonus of every normal rune (marks/seals/glyphs) of that class by 11.1% (basically adding another mark, glyph and/or seal of that class, up to 1 of each) At 18 normal runes of that class - increase the quintessence bonus by 50% At 27 normal runes of that class - give a small unique bonus to fit that playstyle
Now, here it comes, its a long read for all the stats, but I'll only do the greater ones as well as stats not being set in stone (obv) and are per rune, Also read the possible changes below the stats:
Marks:
Mark of Lifesteal - 0.5% Lifesteal, _ tags: Pathfinder, Destroyer_ Mark of Spellvamp - 0.5% spellvamp, _ tags: Warlock, Brute_ Mark of Waveclear - +2 damage to minions and monsters, _ tags: Brute, Pathfinder_ Mark of Assasination - 1.5 lethality and up to 1.5 magic penetration (scaling with level), tags: Slayer, Warlock Mark of Shredding - 1% magic and armor reduction (lasts 2 seconds after damaging), tags: Destroyer, Guardian Mark of Engaging - 1 movement speed towards enemy champions (range about 1000), _tags: Guardian, Slayer _
Mark of shredding and assasination are tricky ones. They should be tweaked to be as close as a tradeoff to sustain/movement speed as possible
Seals:
Seal of Disruption - +1% CC duration, tags: Brute, Guardian Seal of Tenacity - 1% tenacity, tags: Brute, Destroyer Seal of Blocking - Reduce Attack damage of Champions and monsters by .33%, tags: Destroyer, Slayer Seal of Shrouding - Reduce Spell damage of Champions and monsters by .33%, _ tags: Warlock, Slayer_ Seal of Vitality - .5 health regeneration, _ tags: Pathfinder, Warlock_ Seal of Blessings - 1% increased health restoration and shields, tags: Pathfinder, Guardian
Almost every seal grants a very unique effect, besides vitality. Probably need to be tweaked a lot to fall into line with eachother.
**Glyphs: **
Glyph of Plundering - +.25 gold per nearby enemy slain, doubled if large. tags: Guardian,Pathfinder Glyph of Focus - +5 maximum energy tags: Slayer, Destroyer Glyph of Flows - +5% base mana regeneration tags: _ Warlock, Pathfinder Glyph of Exploring - 1 movement speed in the jungle, river or bushes tags: Slayer, Brute Glyph of Protection - +1% heal/shield power tags: Guardian, Brute Glyph of Tempo - +.83% cooldown reduction tags: Destroyer, Warlock
Both Glyph of Plundering and Glyph of focus give you very rare bonusses, and probably should be tweaked so that they wont get staple picks on the champs that use it.
Giving glyph of plundering a double gold bonus on large/epic monsters brings the reward for both jungle and lane in line with eachother, if the junglers clears his whole jungle every 2 minutes, or if he stays in lane for a bit after a gank. The tags on this will make it so that its focussed to be an option for botlane or support junglers, so its not gonna be a pick on everyone, and lategame top/mid laners wont benefit as well from it (think gangplank or vladimir).
Glyph of focus on the other hand kind of benefits only a small portion of champions, so there might be some tweaks here and there, possibly adding fury to the bonusses (all fury champions have synergy with this group of runes), and/or changing it to a generation rate increase. A lot of thought can be put into this, possible with an interesting choice for some champions as outcome.
Quintessences: (WIP, kind of want to add a good amount of these, current ones are examples, preferably want 2 or 3 per class of runes)
Slayers Quintessence of Hunting
Steal .5% of movement speed on auto attacks or abilites for 1 second
9 pathfinder runes: increase their effect by 11.1% 18 pathfinder runes: Movement speed steal increased to .75% 27 Pathfinder runes unique effect: Every third auto or ability against the same target roots it for .05 seconds (duration stacks from multiple quints)
Goal for this one is to allow assasins to stick to targets, instead of giving them flatout more dmg to burst their targets, so that you can counterplay if you are aware of this, as well as allowing courage (which hopefully will get nerfed) to get procced by everyone, if you take opportunity cost for it
Warlocks Quintessence of Spellguarding
Gain a 1 second spellshield of 5% of ability damage you deal (follows the 1/3 for AoE abilities rule)
9 warlock runes: increase their effect by 11.1% 18 warlock runes: increase the spellshield by 50% 27 warlock runes unique effect: Taking damage to that spellshield instead heals you for 10% of that damage (Stacks, so for 1 quint you heal 10% of of the 5% shield, giving a .5% semivamp, at 2 quints 2% semivamp in that way and at 3 quints a 4.5% semivamp)
Goal for this one is to have more interactive trading patterns in mage matchups, as well as allowing for more teamfight oriented play and counterplay. Especially powerful options for anti-mage picks like kassadin and galio.
** Destroyers Quintessence of Diving **
Reduce damage taken by .33% for every nearby enemy champion (about 550ish range)
9 destroyer runes: increase their effect by 11.1% 18 destroyer runes: increase the damage reduction to .5% per enemy champion 27 destroyer runes unique effect: Increases your damage by 5%, reduced by 2% for every nearby allied champion (to a max of 0 for 3 nearby allies)
Goal this time is to focus on the diving aspect of most fighters. The unique effect could maybe be even more unique, or tweaked for that matter.
I hope you enjoyed reading, if you have any input, Im open to suggestions!