Runes balance changes
well, so I was bored so I've created this list
Lethal Tempo: Lasts for: 3 -> 6 cooldown: 6 -> 15
Fleet Footwork: Base heal: 3 - 60 -> 10 - 60 MS lasts for: 1s -> 2s, decreasing over time
Predator: New: First AA after casting now deals 5-50 (+0.2 bonus AD, +0.2 AP) magic damage
Dark Harvest: Damage per soul: 5 -> 7
Hail of Blades: Max elapse: 2s -> 3s New: HoB-ed AA's slow enemy by 15% for 1 second New: First HoB-ed AA deals bonus 2-20 damage. Every further HoB-ed AA's deal 20% bonus damaga more
Summon Aery: Damage scaling: 0.1 AP -> 0.15 AP
Phase Rush: MS: 25 - 40% -> 35 - 50%
Guardian: Removed: Haste Cooldown: 70 - 40 -> 35 - 10 Shield: 70 - 150 (+0.25 AP +0.12 bonus HP) -> 30 - 80 (+0.12 bonus HP)
Glacial Augument: Cooldown: 8s - 4s per unit -> 10s overall Ranged + Melee: Attacks slow by up to 50%
Kleptomancy: Elixir of Skill: Gamechanging, random AF -> 1 at 13 lvl
Unsealed Spellbook: I have no idea, this rune won't be ever used in SoloQ I guess, it's actually broken