Runic Echoes feedback/suggestion

Problems: * 10 charge per cast means Evelynn is probably the only mage who will actually trigger the passive during camps - virtually all other champions do not have sufficient mana to cast 10 abilities, and so will likely only trigger the effect on engaging camps due to charging it between camps (and moving versus jungle camps isn't always possible - e.g. Drain - and is detrimental to the patience system). * Potential to not have enough mana to trigger the empowerment once charged, especially since it costs a lot of mana to charge it. * 15% of missing mana after 10 casts is nowhere near as strong as 8% of missing mana per cast. Even Fiddlesticks could weave an autoattack between Drains. If you're going for high-impact effects then bear in mind that 15% of missing mana isn't enough for Fiddlesticks to cast Drain until around level 13 (unless he buys a mana item or ranks Drain last) - at least on the previous system the purpose of the refund felt like it softened the blow. High-impact needs to feel suitably rewarding. * **Aether Wisp does not improve the clear time of any junglers who were not already able to clear based on their base stats. Runic Echoes falls into the same trap that the tank jungler item has fallen into many times, and thus the reason we've seen items like Quill Coat and Bami's Cinder.** Sheen may have not been appreciated but at least it improved clear time. If Runic Echoes was the replacement for Magus - it would be okay. It fixes a lot of the issues Magus had (although not all of them) and does grant some more diversity to the jungle over Magus. However, by comparison to Runeglaive - it just feels inferior in almost all scenarios barring upfront damage. Sure, Fiddlesticks didn't like Runeglaive because "ew, autoattacks" - but given the two options, he actually used Runeglaive more efficiently. Possible solution: {{item:3113}} Aether Wisp * Grants UNIQUE Passive - Ephemeral: Moving (5 per 100 units) and casting (10 per cast) generates charges up to 100. Striking at least one monster with an ability generates 20 bonus charges. When fully charged, your next ability is free to cast (mana and energy) and is empowered based on its type: * Damaging: 30 bonus magic damage to the first enemy hit, doubled versus monsters. (could be changed to any offensive ability - i.e. including non-damaging) * Heals/Shields: 30 bonus shield or increased healing to the first ally hit, prioritizing yourself followed by other champions. (could be changed to any allied-targeted ability - i.e. including things like Tidecaller's Blessing) How: * The component of the jungle item now offers an improvement to jungling other than a stat boost. * Grants bonus charges when in combat with monsters, making it less expensive to charge. * Now grants a free-to-cast ability rather than a mana refund, which allows the effect to always be consumed when available as well as being less discriminate to high-cost-low-pool junglers (which is most mages). Other nifty pros: * The item is delectable. Picking up an Ardent Censer now also has an awesome mini-component. (Building into Ardent Censer is why I added the Heal/Shield effect, with the intent that it could also work on self-shields on champions like Diana, Nautilus, etc). How it could upgrade: * {{item:3504}} Ardent Censer * Grants UNIQUE Passive - Ephemeral: Moving (5 per 100 units), casting (10 per cast) and being near to an allied champion (5 per second) generates charges up to 100. When fully charged, your next ability is free to cast (mana and energy) and is empowered based on its type: * Damaging: 50 (+15% AP) bonus magic damage to the first enemy hit and up to 4 enemies around them. * Heals/Shields: 50 (+15% AP) bonus shield or direct heals to up to 5 allies hit (instantaneous effects), as well as granting 30% increased attack speed to affected allies for 6 seconds. * {{item:3100}} Lich Bane * Grants UNIQUE Passive - Ephemeral: Moving (10 per 100 units) and casting (30 per cast) generates charges up to 100. When fully charged, your next basic attack benefits from Spellblade and replenishes 8% of your missing mana. * Unique Passive - Spellblade: Deals 100 (+50% AP) bonus magic damage in an area around your target. * {{item:3285}} Luden's Echo * Grants UNIQUE Passive - Ephemeral: Moving (5 per 100 units) and dealing ability damage (10 per instance) generates charges up to 100. When fully charged, your next ability is free to cast (mana and energy) and deals 100 (+15% AP) bonus magic damage to the first enemy hit as well as up to 4 enemies around them. * {{item:1402}} Runeglaive * Grants UNIQUE Passive - Ephemeral: Moving (5 per 100 units) and casting (10 per cast) generates charges up to 200. Strike at least one monster with an ability generates 20 bonus charges. When you have at least 100 charges, your next ability will expend 100 charges to be free to cast (mana and energy) and deal 50 (+15% AP) bonus magic damage to the first enemy hit and up to 4 enemies around them, doubled versus monsters. * New Passive: Restore 20% of your missing mana over 5 seconds whenever you takedown a large monster.
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