@Riot: New Rune Concepts
I had previously made 3 threads on the Gameplay boards and realized I should've posted these on the Concepts board. Don't mind the numbers, I kinda went on the high side to make the runes sound more attractive, otherwise I used X for you to decide. I acknowledge that not every rune is good/healthy design. I just hope maybe you guys can gain inspiration from my ideas if you ever wanted to add, modify or replace runes in the future =P
One more thing: I wanted to plug my friend's post about his Rune concepts as well. I hope you will check them out. https://boards.na.leagueoflegends.com/en/c/gameplay-balance/2mp7vW2V-new-runes-concepts?comment=000100000000
Precision Runes:
- Avenger [1st row] - Fallen nearby ally champions empower you, granting AD/AP each for X seconds.
I thought it was a cool unique design space where it would only proc under a certain condition (when are near dead ally champions). Trying to avenge your fallen team members, like a inverted Triumph rune.
- Adrenaline [3rd row] : - Gain 25% total attack speed for X seconds whenever you score a takedown on an enemy champion.
I kind of wanted to take a different approach. Instead of gaining damage upfront, you gain "damage" as Attack Speed and it's back-loaded. And since Rageblade still only gives bonus attack speed, I saw the opportunity to add total attack speed to this rune.
Domination Runes:
- Power Surge [Keystone] - After every X number of spell casts (or maybe spell hits?), your next basic ability's damage is increased by X%.
Periodic burst damage before committing to an all-in kill. Potential replacement for Absolute Focus in Sorcery 2nd row?
Resolve Runes:
- Courageous Spirit [Keystone] - Gain a shield when dashing toward an enemy champion.
Medium - Long CD (30 - 45s?). Possible shield strength increases with a ratio or dependent on # of nearby enemy champions (Like Courage of the Colossus). (inspired by
ult. Encourages aggression, mainly for divers). Range: ? (Please note it does not currently have any requirements other than a dash TOWARDS an enemy champion, kinda how Graves gains Grit but as a shield instead.)
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Tough Skin (Variant 1) [2nd row] : - Whenever you are hit by a critical strike, the next critical strike you are hit by within 3 seconds deals 25% less damage.
-
Rejuvenate (Variant 2) [2nd row] : - Whenever you are hit by a critical strike, your next basic attack vs champions heals you for 25-50 (based on level) +2% of your max HP.
Basically an Adaptive Helm vs Critical Strikes
- Vampirism [2nd/3rd row] - When below 25% max HP, gain 10% lifesteal vs enemy champions. Or perhaps make it scale based off of your missing % HP? Maybe like 1-10% scaling.
Possibly just replaces "Font of Life" rune in 1st row? Fighter/Bruiser/Juggernaut intended rune
Inspiration Runes:
- Dash Master [3rd row?] - Every time an enemy uses a dash or blink, gain X (either flat or %) movespeed.
Very helpful for juggernauts getting kited by
etc.
- Swift Retreat (Strategic/Tactical Retreat) [3rd row] - Gain 10% movespeed when running away from enemy champions but running toward ally champions or ally tower. Range: 500 (For disengaging, outrunning gank)
Basically
passive, Captain mechanic.
Miscellaneous Runes that could fit in more than one Runes Reforged path:
-
Inspiration/Sorcery? Aerodynamic [? row?]- Every 30 seconds, gain 10 - 20 (based on level) flat movespeed for 1.5 seconds. Hexflash replaced?
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Domination (1st row) or Sorcery (3rd row) : Keen Eye - Your next basic attack/spell vs hard CC'd targets deals bonus adaptive damage equal to 2% of targets' max HP. (Replacement for Cheap Shot?)