Soul Harvest (Runes Rework Idea)
Rework idea: Soul Harvest [Instead of Dark Harvest] Every time YOU kill a unit, a soul drops from them. Every soul gives you collect will give you 0.5% movement speed. Champions and large monsters drop 34souls. When you attack an enemy champion, souls are discharged and you deal adaptive power (at a rate of 1.2 attack damage or 1.8 ability power) to them and heal for 90% of the extra damage dealt.
Pretty simple description. I feel like Dark Harvest needs a change because riot popcorner & riotvitzkrieg (i think that's how you spell it) said: > "DARK HARVEST > We take a pretty light-touch approach to balance in ARAM, but Dark Harvest has overperformed so strongly and so consistently (despite a small previous nerf) that it’s very nearly a must-take rune, and that makes the whole process of rune selection less interesting. During Bilgewater, we’ll be reducing Soul Essence from champion takedowns from 5 to 4, and Soul Essence from cannon minion kills from 4 to 2. I feel like this will fix Dark Harvest because it also encourages players to get minions in order to get a reward for runes. The healing will add sustain (and yes, kind of a copy of fleet, but this doesn't make your player have to move around). So I feel like this can be a adc-pick rune and less electrocute on adc (since that deals a crazy amount of ad) and they can also sustain while being encouraged to kill minions.
. you wont be missed you annoying piece of shit