Idea for a new Path: Meditation

Shadowphoenix··2 votes·880 views

What if we added a sixth path to the reforged runes for even more variety?

EDIT: I've added explanations to the runes since I've had to explain things about them to clarify what they do and what/who they are for.

Meditation

-By the way I had first came up with rune ideas thinking in regards to Master Yi, and that's when I came up with the name "Meditation". Then when I changed and added things to suit more champs than just Master Yi, I just kept the name.

Bonus +15% Health Regen + 5% Movement Speed out of combat

Keystone slot -----------------------------------------------------------------------------------------------------------------------------------------------------

Focus - Attacking an enemy champion will mark them. Marked enemies take 5% bonus damage from your damaging attacks and abilities for 3 seconds (12 second cool down).

-Focus is for champs who want to do more damage in their burst. This is also for champs who don't do too well with press the attack since they are not able to keep it proc'ed enough for it to do valuable damage (e.g. melee damage champs). Also, since if 2 champs with press the attack target the same enemy one of them will waste their keystone, since press the attack doesn't stack, this would be a good alternative that can synchronize well with press the attack.

Preparation - Standing still for 1.5 seconds causes your next damaging attack or ability to do 35% of it's damage as true damage (8 second cool down).

-Preparation is for champs who want to do even more damage with their kit, and can risk standing still to do it. This would be good for champs like Zed with his Q, or assassins waiting in a bush for their prey.

Surge - Damaging an enemy champion gives 25% Movement Speed as well as 1.8 Armor and Magic Resistance for each nearby enemy champion for 4 seconds (15 second cool down).

-Surge is nothing like Phase Rush. It is meant for champs that want to chase down their enemy, even if they want to chase them into the rest of their team, and be able to survive it.

Survival slot --------------------------------------------------------------------------------------------------------------------------------------------------------

-This entire slot is obviously for surviving bad situations, but it can be used offensively, and not just defensively.

Stealth - Losing enemy vision after taking damage gives you 15% Movement Speed and disables nearby enemy wards for 5 seconds (20 second cool down).

Instinct - Falling below 30% of your maximum health gives you 3% Life Steal and Spell Vamp as well as 8% tenacity and slow resistance.

Willpower - Take 1% less damage for each nearby enemy champion.

Gift slot ----------------------------------------------------------------------------------------------------------------------------------------------------------------

-This slot is based off of Green Father's Gift from the old mastery system (thorns is almost Green father's Gift exactly). I then came up with effects that you can get other than just a bit more damage for more variety.

Nature's Gift: Thorns - Stepping into brush causes your next damaging attack or ability to do 3% of your target's current health as bonus magic damage (8 second cool down).

Nature's Gift: Leaves - Stepping into brush gives you 10% movement speed and 5% tenacity and slow resistance for 2 seconds (5 second cool down).

Nature's Gift: Roots - Stepping into brush causes your next damaging attack or ability to slow your target's movement speed by 20% for 1 second (6 second cool down).

Confidence slot -------------------------------------------------------------------------------------------------------------------------------------------------

Bravery - Moving towards enemies gives 3 Armor and Magic resist.

-Bravery is for any champ that wants to dive into the enemy team and be able to survive it better. This is meant to be a complement to Surge. Also, the numbers can be changed if needed, but know one will know what would be needed until it's put into practice.

Duelist - Basic attacks deal additional damage equal to .5% of your target's maximum health when their is only 1 nearby enemy champion.

-Duelist is obviously for champs that want to fight just one enemy at a time. Just to clarify it is not meant to be some kind of mini Press the Attack, and it is not for every champ.

Showmanship - Takedowns and assists reduce the cool downs of your abilities by 15% for 3 seconds.

-Showmanship might seem weird, but the idea is to be able to get the cool down reduction benefit twice if an ability comes off cool down and is used within the 3 seconds it is active.

11 Comments

Fullmetallic4 votes

I like the concept but i sadly dont think they will be adding new rune PATHS

Shadowphoenix1 votes

Well I can dream.

6FlagsFunnelCake2 votes

Actually Riot said they will most definetly make massive tweaks to the Runes and potentially make new Paths but only during Preseason and Midseason. No new paths are currently in development though.

Shadowphoenix1 votes

I knew about them tweaking the runes, but I hadn't heard anything about them wanting to add new rune paths. If they do I hope they consider mine.

I Just Press Q2 votes

Interesting path design tho I don't know if @Riot plan to add more runes...

Shadowphoenix1 votes

I still have some hopes.

We are Vengeance1 votes

Just sayin, but everything seems quite weak.

Shadowphoenix1 votes

Well, for one thing, values can be raised if they are too weak. Also, you never really know what can work well until you try it out.

Emerald Fang1 votes

Explain what the runepath is meant to fill. Giving stats and ideas without explanation isn't too helpful. Is it meant for supports? Tanks? Disruptors? Because without an explanation I think that most every champion fits into a certain rune.

I don't really see the connection between any of these. Some are for tanks, some are for assassins, some are for ADC's...

For example:

Confidence slot -------------------------------------------------------------------------------------------------------------------------------------------------

Bravery - Moving towards enemies gives 3 Armor and Magic resist.

Duelist - Basic attacks deal additional damage equal to .5% of your target's maximum health when their is only 1 nearby enemy champion.

Showmanship - Takedowns and assists reduce the cool downs of your abilities by 15% for 3 seconds.

Bravery is for tanks (and 3 MR and armor is pretty low for a situational rune, only about 1.7% damage reduction). Duelist, besides the parallel structure issue ("dueling") is for ADC's and skirmishers, good for top laners. Showmanship is a) for assassins, and b) it doesn't make sense to reduce cooldowns by 15% for 3 seconds since 95% of all cooldowns in the game are higher than 3 seconds so it wouldn't do anything. If you changed to "reduce cooldowns by 5%" it would be better.

But the point really is: none of these go together. There's no real "compromise" between choices, since there is one choice for each class.

The path is just not really necessary. Sorry :/

Shadowphoenix1 votes

The path is for duelists and assassins. I made this for the champions that don't fit the current rune paths too well, and for the ones that don't have many options that fit them. Some champions can have play styles where they do damage, but also have survivablility. Champions that want to dive into a team fight on just one person, and walk out alive after killing their target.

If you think that everyone has to fall in one of the current rune paths, and only one, then you are wrong. The point to these new runes is for supporting play styles, and I don't think the current options offer what some champs might want. Variety is important, especially since picking one path means giving up something you might really want from another. Now about what I set as some of the values, if they need adjusted they can be adjusted.

As for the choices I made I think it is pretty obvious what champions will go into this path, and I think you are the issue here with not understanding it. You are looking at everything too individually, and not how they come together as a rune path with what they offer.

Also, the showmanship thing is an idea that you could get an ability, that was close to coming off of cool down before getting a kill, ready to use, and then have 3 seconds to use it and get the cool down reduced again.

Shadowphoenix1 votes

EDIT: I've added explanations to the runes since I've had to explain things about them to clarify what they do and what/who they are for.

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