ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project

Lord Desert·6/12/2017, 10:35:48 PM·37 votes·2,772 views

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     #ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion

This is a community project where everybody can suggest their rune ideas! We will discuss ideas for new runes maybe finetune them a little, so let's see what we all can come up with!

Don't know what this is all about? Check this out first: Coming This Preseason: Runes Reforged

Let's sum it up:

  • Runes and Masteries will be combined into 1 system (from 60 choices down to 7)
  • Pick 1 Keystone Rune, 1 Greater +2 Minior and 1 Greater +2 Minior from another "tree"
  • Keystone Runes should directely influence your playstyle or add on to it
  • Greater Runes are a bit less powerfull, but should still have visual/audio representation
  • Minor Runes are the least powerfull and are more like stat adjustments, like our runes


||||||||||||||||||||||||||||||||||||||||||||||| ⚠️ Before we get started some very important information! ⚠️ |-|

There is no guarantee that Riot or its Devs will take a look at this, or use these ideas! I hate to be dishearting but don't expect that your idea will definitely be used just because you wrote it here! With this we go one step into Riots direction, if they do the same is up to them.


Since the amount of final decisions shrunk from 60 down to 7, the power each choice should give got increased by a lot. This also means that we can't "balance" the ideas properly right now, but extreme snowballing or gimmicky/ for-a-couple-champs-only things should be avoided. Same goes for rather rare/unique situations.


Try to match your ideas to a Rune type and write: (K) for Keystone, (G) for Greater, and (M) for Minor, infront of it. This doesnt need to fit exactly, but you can use the "sum up" above as a guideline.


As a rule of thumb for balance: Minor Runes are ~3 Quints worth. Greater are a bit under a Keystone mastery, but definitely have visuals in them! Keystone Runes are hard to judge, since we dont have much information about them, but they should be stronger/as strong as a Keystone or a even a full Rune Set and they actively influence your playstyle! Remember, we are losing both runes and masteries! So we might need to compensate alot. New ideas, as well as combinations of existing ones, are welcome!


I may have some questions or other suggestions that would nudge your ideas better into one of the three categories. Nevertheless I will still put your original idea in here, if you dislike my suggestions! So just tell me straight if you support my changes, if I suggest some, or not!


You can and should discuss these ideas together! But remember to be friendly and orientate balance suggestions around the guidelines and examples by Riot. Give every idea a shot, they might sound crazy and completely busted at first, but maybe we can refine them a little and get a nice, maybe unique, idea we never had before!

For the discussions: If you want to change something say WHY you would do this/ don't do this. But it is completely fine if they don't want to do this. Maybe be can split it into a new idea, who knows?



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Overview

  • ##Offensive
    • Dmg Amplification
      • (K) Ideas
      • (G) Ideas
      • (M) ideas
    • Utility
    • Defensive
    • Extras
  • ##Defensive
    • Defense Amplification
    • Utilitly
    • Dmg
    • Extras
  • ##Utility
    • ** Direct Team Support**
    • ** Indirect Team Support**
    • ** Self Benefit**
    • ** Damage**
    • ** Extras**
  • ##Specials

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| A Quick Tutorial so you can find your ideas: |-| Look at the orignial intend, what needs to be done, and then the extra/ what it should do.

Examples:

  • (G) Shields grant a temporary MS buff "Shields" -> Defensive, "temorary MS buff" -> Utility So you can find this under: Defensive -> Utility -> (G) Ideas

  • (M) Get 5 HP back for any Minion/Monster killed. Doubled for Cannons/Big Monsters "killing x" -> Offensive, "getting HP back" -> Defensive So you can find this under: Offensive -> Defensive -> (M) Ideas

  • (K) Your Hard CC lasts 25% longer(caped at +0.5sec), reduces "unCCable timer" by 25% and grants your Allies a 10% MS buff towards targets you CCed This should be in: Utility -> Self Benefit, but could be in "Direct Team Support" too! Its not always 100% clear.

A special thanks to Teridax68 who spellchecked this!



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#Offensive

##Damage Amplification

  • (M):
    • "Executioner's Wrath": All damage you deal does an additional 1.5% missing hp damage (by kasfas)
    • "Focus": Gain stacks when out-of-combat, at 100 stacks your next AA will crit (by iamthegodofwar)
    • "Corral & Destroy": AoE abilities deal 5% more dmg /additional champion hit. Max 20% hitting all 5. 15sec CD, only activates if at least 2 champs are hit (by Lazy Cat)

##Utility

  • (G):
    • "Fade to Shadows": Killing an enemy grants 1 sec Stealth, killing more refreshes this (by Danyoja)
    • "Ghastly March": Killing a minion grants a stack of March. Maximum of 6 stacks. After leaving combat for 4.5 seconds, consume all stacks of March to gain 5% MS/stack(30% max) for 9 seconds in the river or in bushes. (by Arakadia)

##Defense


##Extras

  • (M):
  • "Gatecrasher": Deal 5% increased damage to structures. Increased to 15% when alone (by abdul569)


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#Defensive

##Defense Amplification

  • (K):

    • "Rock Hard Abs": Gain 0-50% Dmg reduction vs Champions and Epics, based on your HP and you also increase in size as you lose health (at 0%HP you would get the 50% dmg reduction). Additionally, all incoming sources of healing will be reduced by 0-20% based on your HP (at 0%HP you would get the 20% dmg heal reduction). (by Kasfas)
  • (G):

  • "Skin Fortress": Gain damage reduction equal to 1/5 of the % missing shield, while getting shielded.(max 20% redution). 10 seconds CD. (by Kasfas)


##Utility

  • (K):
    • "DreadKnight": Taking dmg increases your MS towards them and Tenacity exponentionally(1/2/4/8/...), to a max of 75% and 50% respectively. Not beeing damaged for 2.5 seconds or upon dealing damage to the enemy, these stats will decay over 0.75 seconds, refreshing again if damage is taken. (by Kasfas)

##Damage

  • (G):

  • "Grand Battle Plan": Gain 10% increase to all stats, if you stay in an 800 unit area and staying out of combat for 10 seconds. Lasts 5 seconds if engageing in combat. (by Kasfas)

  • "Second Wind": Beeing below 30% HP grants a 30% MS and 50% AS buff for 4 seconds. (possible adiitional dmg steriod). 8 sec CD, only triggers once until you go above the %HP again. (by 5000000000000000)

  • (M):

  • "Defense is Offense": For every 100 points of bonus resistances you have, you gain 5 Magic Pen or 5 Armor Pen, respectively for a maximum of 15 Pen at 300 bonus resistances. (by SpecterVonBaren)


##Extras

  • (M):
  • "Gatekeeper": Nearby structures gain bonus resistances scaling off of your own resistances. (by abdul569)


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#Utility

##Direct Team Support

  • (K):
    • "Legendary Savior": Heals & Shields on allied champions <25% health are amplified by 50%, halfed effectivness on the same target for 10 sec. (+ 10% Heal & Shield)(by Lazy Cat )

##Indirect Team Support

  • (K):
    • "Ice Lord's Commandment": Enemys slowed by you deal up to 30% less damage to you, (Cannot be triggered by item passives). Lasts 2 seconds and cannot effect the same enemy again for 10 seconds. But if you get slowed you deal 10% less dmg to them (by Lazy Cat)

Self Benefit

  • (K):

    • "Brazen Charge": Casting mobility spells towards the enemy team while being outnumbered grants a decaying shield, scaling with level, amplified by 50% for each additional enemy champion outnumbering you (by Lazy Cat)
  • (G):

    • "Hail Mary": If you lose 40% of your max health in 2 seconds gain movement speed and CC immunity (towards enemies only) for 2 seconds. 60-30 second cooldown. (by Danyoja)
    • "Rewind": Every 10 seconds, all your current cooldowns are reduced by 1 second. (by Catastrop)
  • (M):

  • "Wildlife Winner": Clearing two camps in the same Quadrant grants a 1min MS buff, until in combat with champions (by Erunata)


Damage

  • (K):

    • "Sadist": Enemies who are hard CCed receive 10% bonus true damage from you for 1 seconds, if the ability was a skillshot its doubled to 2 seconds. (by Lazy Cat) (could be G or M too)
  • (M):

    • "Fish in a Barrel": Gain 15 damage to minions and monsters that are under 25% HP (by LostFrost)

##Extras



#Specials

  • (K):

    • "Spirit of the Hunter": You are followed by a Spirit Wolf.
      • Stats: 35% of your Max Health, 50% of your Armor and Magic Resistance, 40% of your attack damage
      • Ability: "Lunge", 500 range, deals 20% AP + 5% of target's current health and slows by 99% for 0.1s. 12 seconds CD. Grants 35g on death. (by NickMP)
  • (G):

    • "Clever Warding": If your Ward spots an enemy outside of the lane (in river& jungle) it grants 50g if it runs out. If the Ward gets destroyed by an enemy, it does not grant any Gold to you. If placed in a bush or near an Epic, it explodes in a powdery mist, when cleared, granting true sight in a small area for 2 sec. 30 sec CD. (by Chazual Fridays & Lord Desert)
  • (M):

    • "Hidden Toll": Wards save get 5 Gold /enemy spotted. 10g if placed in the enemy jungle. 1 min CD/champion. If the ward expires, the player gets the accumulated Gold, if cleared the players gets nothing. (by abdul569)

114 Comments

Arakadia6/13/2017, 12:45:30 AM7 votes

(G): Ghastly March: Every time you kill a minion, gain a stack of March. After not killing a minion for 25 seconds, all stacks of March are lost. Maximum stacks of March is 6. After leaving combat for 4.5 seconds, consume all stacks of March to gain X movement speed for each stack for X seconds.

Pretty much rewards you for shoving in the lane and roaming.

Steelflame6/13/2017, 4:30:59 AM5 votes

(M) - "Spirit Totems" : Start the game with an infinite duration ward in your inventory. Acts like a standard blue trinket ward, but can only be dropped at normal ward drop range. Does not count against you ward limit. You gain an additional one, if you have inventory space, at levels 6, 11, and 16.

(G) - "Nocturnal Might" : When you pass an enemy ward, disable it for 5 seconds. Doesn't allow you to attack the ward, although it will play the same disable effect as used by oracles effects to show that a ward is disabled and where it is. 1 minute CD.

"Thrilling Gambit" : After you score a takedown on an enemy champion, for the next 20 seconds you gain an empowered Recall if another enemy champion is visible within a 2000 unit radius.

"Blooddrinker's Pact" : Shields granted to allies reduced by 50%, but any remaining shield converts into HP when the shield expires. Only procs while that champion is in combat with an enemy champion. I specifically made it apply to allied shields only to prevent abuse/bug cases with champs such as Malphite, Rakan, or any support that might take Relic Shield for the shield quest who all have a in such cases a passive regenerating shield from self regenerating off of the passive shield as it regerates.

(K) -
Beserker's Rush : When you cast your ult, gain 50% MS toward enemy champions for X seconds (scaling with number of visible enemy champions in a 2000 unit radius), but be slowed by 20% while not running toward enemy champions.

THE RlVER KlNG6/13/2017, 2:42:43 AM3 votes

Pin this!

LostFr0st6/12/2017, 10:51:26 PM3 votes

(M): "Fish in a Barrel": Gain X damage to minions that are under 25% health.

kasfas6/13/2017, 1:35:33 AM3 votes

Editors note: these may, and in fact will, change if balance discussion brings up a point about abuse cases or overpowered numbers or if I've come up with new ideas.

New (K) Thunderlord's might AOE abilities will summon a massive thunderstorm of 500 range at the centre of the ability, slowing enemies by 30% while inside, lasting for 1 second. Any damage you deal to enemies in the storm causes a thunderbolt to strike them dealing (0.15 ap + 0.2 bonus ad) true damage. (60-30 second cooldown)

(K) Deathly fright: Dealing over 70% of a champions max health over a 2 second period causes all enemies near (400 range) that unit to flee for 0.75 second, grants 25% bonus damage to the original target if they arent killed for 3 seconds. (45-30 second cooldown)

Edited --- (K) DreadKnight: Taking damage from enemy champions exponentially increases your movement speed and tenacity towards them up to 75% and 50% respectively (meaning it gives 1%/2%/4%/8%/16%/32%/64% or numbers similar to this). After some time or upon dealing damage to the enemy, these stats will decay over 0.75 seconds, refreshing if damage is taken again. (Tenacity from this keystone does not stack with tenacity from items, masteries, or abilities. Whichever tenacity granted is greater is the tenacity which is applied).

New (G) Epic Save: If you block a skill shot directed at an ally below 50-500 hp (scaling with level) you and that ally gain 30% move speed away from all enemy units and heal for the amount of damage dealt by the ability.

New (G) Shadow walker: While moving build stacks of shadow. Upon reaching 100 shadow, you will be able to detect the next enemy ward you pass over and it cannot see you, however you cannot attack this ward. Maximum 300 stacks. (Meaning you can ignore 3 wards)

New (G) Fashionably Late: Entering combat after at least 3 of your teammates have been in combat with the same opponents grants 30% movespeed and attack speed for 3 seconds.

(G) Skin Fortress: While shielded by yourself, gain damage reduction equal to 1/5 of the % missing shield. (20% dr at 0% shield) (10 second cooldown) (only works on temporary shielding (meaning mordekaiser, malphite and galio cant use it))

(G) SiegeMaster: While under an allied turret, regenerate the greater of 10-200 health (scaling with level) or 5% max hp when a minion is slain by a tower or an ally under the tower (60 - 10 second cooldown scaling with level)

(G) Grand Battle Plan: While remaining out of combat with enemy champios or epic monsters for 15 seconds within an 800 unit area, gain a 10% or 10 flat (whichever is larger) increase to all stats. (This includes base AD, movespeed, tenacity, penetration of all kinds, bonus AD, health, resistances, and all other existing obtainable stats in the game.) This falls off 0.75 seconds after leaving the area.

(G) TOMAHAWK ACROSS THE MAP!!: While not having vision of an enemy champion for 10 seconds, abilities sent into fog of war deal 100% bonus damage to that enemy. (20 second cool down)

(M) Change of plans: While moving around the map out of combat gain 30% movespeed in the direction of neutral objectives and 60% movespeed in the direction of enemy structures within 2000 range. (7 seconds out of combat)

(M) RETREAT!: While below 20% max hp gain 20% increased movespeed away from enemies. If there is no direction in which this bonus applies, it then applies towards the direction of least enemies or If it still doesnt apply, it goes towards the direction of the friendly nexus.

New (M) Fireworks: Your first attack or spell against an enemy champion deals mixed damage. (30 second cooldown)

New (M) Zombification: Every 12th unit slain, aside from pets, grants a melee zombie minion that acts like, and had the same stats as, a regular melee minion. Max of one zombie minion. Enemy champions always summon a minion that does not count towards the summon cap.

New (M) Bayonettes: Ranged attacks within 200 units of an enemy champion deal 10% less damage but penetrate 20% armour and inflict GW for 2 seconds. Does not apply if the users attack range is under 450.

50000000000000006/13/2017, 3:23:28 AM2 votes

Clear View (G/M) Wards placed outside of brush grant vision in a larger area.

Not sure how strong this would be, so I'm not sure if it's a greater or minor rune scale of power. It's definitely useful, and would make the ward placements more interesting. Placing it outside of brush would grant more vision, but placing it inside makes it safer, and also grant vision of the brush.

BowieTheNifty6/13/2017, 12:56:04 AM2 votes

(M) Shield Breaker: Damage dealt to shielded targets will deal an additional 10-35% of the shield's maximum capacity to the shield as true damage. This true damage takes place before original damage dealt. Has a 2.5 second cool down on the same target.

We currently have a lot of champions and items that grant shields to allies. As time goes on, it seems to be on the rise as well. This will still make shields effective as it doesn't truly destroy the shields but helps break through them.

TheGoomyGamer6/13/2017, 5:47:21 PM2 votes

Here are some Idea's I'd had lying around: K - Noble Sacrifice When you die you heal all nearby allies for ? Health +5% MAXHP +5% MissingHP K or G - Healer's Reply Upon healing or shielding an ally, you are healed/shielded for 50% of the amount. Reduced for multi-target heals. Capped if the heal costed you health (25% of the health cost) K - Warpath Upon unit kill or assist, gain 10-30% movement speed. Upon champion kills or assists, the movement speed is increased to 30-50% and you are ghosted K - Visionary Stored ward cap increased by 1 (3 total), Can have up to 4 sight wards at a time, Can have up to 2 control wards at a time K - Grand Warden Wards generate 50% faster, Wards last 30% Longer, Wards gain +30% Sight range K or g - Shield breaker Deal 50% Bonus damage to shields OR ignore resistances when attacking shields G or M - Colossus Your CC effects last 10% longer G or M - Kinetic Energy Your heals and shields grant your ally 10-30% Bonus movement Speed G or M - Adrenaline Rush Upon healing or Shielding an ally, you gain 10-30% Bonus movement speed. Tell me what you think!

HítlerDidNtWrong6/29/2017, 6:39:00 AM1 votes

Here's a suggestion don't screw up the system you currently have to artificially make the game seem fresh whilst losing depth. Instead focus your efforts on rebalancing the roster and releasing classic pre-rework skins of each champion. Perxie is just embarrassing and the attack speed thing they showed just makes AA champs even more broken. [zombie-brand-facepalm]

50000000000000006/13/2017, 3:35:50 AM1 votes

Second Wind (K/G) After being below 20% HP for 2 seconds, gain bonus movement speed and bonus attack speed (maybe just damage steroid?) for 2 seconds.

Mostly for juggernaut/divers, but also useful with shield supports or revive champions. Tryndamere, Olaf, Mordekaiser, Illaoi, Darius, Kayle, Kled, Kindred, Kog'Maw (lul), Sion, and Udyr could be pretty good users.

Catastrop6/13/2017, 3:43:43 PM1 votes

(K) Rewind: Every 10 seconds, all your current cooldowns are reduced by 1 second.

I'm not quite sure if it's quite Keystone worthy, personally I think it is but maybe other people could tell me what they think.

o hec6/21/2017, 10:46:52 PM1 votes

(M): The Run Down Under : Gain slowly stacking MS bonuses when running through the center of a lane, or down the center of River. Stacks go up to 25, granting bonus MS based on LVL. Degrades at 5 stacks a second after leaving lane, and stacks are instantly lost upon taking DMG from any source.

Essentially promotes roaming from all lanes, and in specifically top, supporting non TP users; allows for more freedom in summoners

HECarim top with ignite anyone?

[slayer-jinx-wink]

o hec6/22/2017, 1:12:25 AM1 votes

(K): Yum Yums In My Tum Tums: every unit around you below 10% health will have a biscuit icon above they're heads, killing that unit will give them a flat amount of health based on LVL. If killed with an ability, the ability will be refunded a percentage of the mana/resource used and a portion of the cool down based on LVL. If killed with an auto, it resets your auto timer, and gives a flat amount of magic damage to your next auto.