Summoner Spell Update - Runestones [Long Post]

Tyrius·11/12/2015, 7:00:16 PM·1 votes·897 views

I'll be honest, this idea just came to me, and I've decided to flesh it out as I go along. If you have any ideas for potential Runestones, or their uses, post them here.

The premise is simple, Runestones would be purchaseable items in the shop, either through coins, or some other mechanic encouraging objective control, such as taking a tower, slaying the Dragon, Baron or Herald, providing the killer(s) with some form of currency(5 to everyone who helped take down a tower, 5 to the Dragon/Baron/Herald slayer and 1-3 for assisting) that would allow players to purchase Runestones, being either permanent, like enchantments, or temporary, like elixirs.

With the removal of Clairvoyance and Clarity, the Summoner Spell pool is looking quite shallow. My intention here is to come up with a way to give players more control over what they can choose, and how they're used.

For example, lets say you get your hands on a... Let's go with 'Rune of Embers' or something. You apply it to your Barrier Summoner Spell, and it halves the shield amount and sets the duration to 1 second, while also reducing the general cooldown. However, if you're under the effects of Ignite/Damage-Over-Time(DoT), its duration is halved, while the duration, cooldown and health of the shield increase slightly.

In any case, I think it'd be best to come up with a list of the best Runestones, and then their effects, along with what Summoner Spells they can be applied to, and for how long. For example. 1.)** Rune of Embers - Empower flame effects/directly counter flame effects. 2.) Rune of Shadows - Effect vision offensively or defensively. 3.)* Rune of Subjugation - Increase your own raw power. 4.) Rune of Domination - Decrease enemies' raw power. 5.) Rune of the Void - Cause brief, weak distortion. 6.) Rune of Invigoration - Emphasize a 'second wind'. 7.) Rune of Devasatation - Refuse an enemies' second wind. 8.) Rune of Frost - **Slow Enemies/Cancel out or weaken flame effects 9.) TBA - No Rune added. 10) TBA - No Rune added.

Runestones shouldn't DRASTICALLY change summoner spells, or add needless complexity. They are there for instant, split-second use. However, Runestones shouldn't be so weak that it doesn't even matter if you upgrade a spell or not. As League of Legends grows ever larger, more intricacy and nuance is introduced to the game, and Summoner Spells should grow to address these differences. To that effect, I've decided to log my ideas for Runestone effects below. I would suggest skipping over it if you don't want to sift through them. You aren't missing anything more than suggested Runestone effects.

Rune of Embers Ignite - Applies minor armor/magic resist shred with each tick. Barrier - Reduces cooldown, shield amount and duration. Increases cooldown, shield amount and duration if DoT effects are blocked. Flash - Causes fire to erupt from the target location, granting slight(Barely visible) vision of hidden enemies. Flame effects afflicting the user are consumed.

Rune of Shadows Barrier - Increases cooldown, lowers shield amount, clouds an area in the "Fog of War" if no enemies are within range of the user. Dispelled on approach. Flash - Grants invisibility that fades away over 1 second. Any damaging effects, including pre-existing DoT instantly reveal the user.

Rune of Subjugation Heal - Healing effect on the user is halved. Heal reduction duration doubled. All healed allies take 1-3% less damage for 2 seconds. Barrier - 10% of damage blocked is granted to the user as AD or AP(Based on Itemization) for 2.5 seconds after effect ends. Doing so will increase cooldown by 25%.

Rune of Domination Exhaust - Reduces enemy movement speed by an additional 30% for 0.5 seconds. Overall effect increased to 3 seconds. Cooldown doubled. Cleanse - If an enemy is within range and is responsible for afflicting you with one of the Cleansed Crowd Control effects, a Ghost is spawned, that will seek this enemy out, slowing them upon contact.(TL;DR - Retaliatory Twin Shadows active)

Rune of the Void Flash - Causes another flash effect to appear at the same distance from the original casting location, in the same general direction as you. Teleport - Targeted minion is healed. Tower gains a shield for 50% of the damage taken from enemy champions while being teleported to. Mark - Causes Snowball to bounce 3 times, possibly over minions.

Rune of Invigoration Heal - Heal effect is reduced by 50%. Caster gains +200% base health regeneration for 1 second. Nearby allies gain 250% base health regeneration. Cleanse - Gain 10% movement speed for duration, increasing to 20% while facing enemies responsible for the Cleansed debuffs. Bonus increases gradually, upto 30% the closer you are to the 'Guilty' enemy champion(s).

Rune of Devastation Ghost - Movement speed bonus reduced to 21%, increasing to 32% over duration. If the caster comes within range(125) of an enemy Champion, they are Staggered(Knocked back a distance of 25), disrupting movement/casting. Cooldown is increased by 25% upon impact. Exhaust - Reduces bonus regeneration effects by 75% for 1 second, and by 25% for an additional 2 seconds. Cooldown is doubled.

Rune of Frost Mark - Snowball now Staggers enemy Champions. Cleanse - Creates a flash of frost, halving fire effects on nearby allies. Exhaust - Creates a small(250) flurry of snow around the target, applying 15% of the effects of Exhaust to enemy units that wander through it.

If you've read this far, thank you. Keep in mind, these are all just general thoughts and ideas. Any suggestions are welcome and appreciated.

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