So Omnistone is... a thing... Here is my thought on how to fix it.
Omnistone is the new hot thing to complain about, so here is my arguments I guess.
Omnistone is a neat idea, I guess. The reality is that it is almost always going to be sub optimal on 99.9% of games / match-ups. You can make an argument that in the .1% of games it will be useful so keep it, but zz'rot and ohmwrecker's removal already make the argument for why that counter point doesn't really hold its own.
There are understandably champions who would benefit from a keystone switch,
shifting from Grasp early game to Conqueror late game would provide her with so much utility, and to a point Omnistone is filling that niche for her because people actually run it on her. However there are game situations where you may never see the right rune you need at the right time, and that is going to feel bad from a game play point of view.
Omnistone's current iteration does not feel like it provides strategic play, it feels like getting one party is getting fucked. Regardless of who wins a close trade, one party will feel like they lost because of the lack of a decent keystone, or the right RNG keystone roll. If the Omnistone user happens upon a lucky role, then other player will feel like there was no way to predict the outcome because the chance of them getting the one keystone that mattered was low enough to take the risk, but you lost. Not under your own choices, but because of RNG.
For the people who like RNG, Firstly go back to TFT, Secondly we have moved into a stage in League where everything shifts and focuses more heavily on RNG. Pre-season 10 there was very little RNG in most games of League,
has some RNG on his passive, crit chance is RNG but its more controlled because taking crit forces you away from tank the higher you want your crit chance to be, and klepto provided champs with a form of RNG but it was streamlined at making you incrementally better as you took more trades or realistically poked more. The largest source of true RNG was drake spawns, while this post into looking into the drake RNG changes they are absolutely as the largest and most drastic form of RNG in the game now more so than before.
I guess complaining without offering a solution wont really do anything. So here is my probably god awful, broken nonfunctional suggestion to provide a different keystone to the inspiration tree. Welcome to my TED talk.
We will call it Flux Capacitor for now (I'm not creative give me a break)
The general idea spawns from there being a already existing of three hit keystones, press the attack, electrocute, and phase rush being the three, and keeping with the themes of inspiration being "rule breaking".
This keystone works as a three hit passive keystone which upon activation of the third attack or ability used refunds a small percent of non-ultimate cool downs based either current or based cool downs. Now before you close the window or call me a moron because this wont work. Of course it wont work, I don't work for Riot's balance team (they rejected me like 8 times already, F's in chat please). But it will make a little sense why I am suggesting this as I flesh out my idea. We did it gamers, we got Spear of Shojin removed from the game, but in all seriousness it provided a really neat concept for top lane champions who take extended trades post level 6. While it was a nightmare because of its activation and the champions who took it, it also provided a massive amount of utility when you purchased it. I'm not saying Spear was the most cost effective item in the game, but providing 20% cool down, some health, and damage made the item not inefficient on any of the limited champions who took it.
What Flux Capacitor aims to do is provide that extra burst of damage through abilities, but at the sacrifice of damage from other minor keystone, no general CDR, no damage, and no health added to a champion. If in an extended trade between a
and an
at around level 7-9, both these champs have reasonable cool downs, probably have 10% CDR from a Kindlegem as both work towards their first item Black Cleavers. Lets say Renekton took Flux Capacitor, and Boris doesn't matter because he is dead with conqueror changes. Aatrox uses his first Q hit the wave, seeing this Renekton uses his first E to dash through he minion wave and saves the second for an escape, he Q's with his fury for a little extra damage and sustain placing it on a 7.2 second cool down he uses his W to deal a little more damage and stun before using his second E to leave, Flux Capacitor goes off giving him 10% non-ultimate cool down back, and placing the keystone on a 8-16 second cool down as to not be abused. If Renekton used his W, .2 seconds after his Q, and 1 second after his E. At 10% cooldown refund, his E goes from 15 seconds remaining on its cool down to 13.38 (or if cool down reduction is included 13.2). If its based on base cool down his Q regains .8 (or .72 with cdr) and his w regains 1.3 ( seconds or 1.17 cdr). Realistically, not that big of a change, Renekton is not spamming his abilities into this Aatrox who though he should farm a minion or two, but can take another trade approximately 1 second faster than if he didn't have the keystone.
So what does that all mean, and where could this keystone go?
If this keystone affected by CDR, it becomes slightly less effective the more CDR you have, while still providing a decent use. If not effected by CDR, provides a slightly stronger out of lane experience for its users while giving even more access to repeated trades in lane. This runes provides an option for more engage and disengage heavy champs to do what they need to more often, while not giving them large amount additional damage.
Well that's my spiel from a Silver 4 top laner, feel free to disregard the stupidity you just read.