Skip to main content

Runes

Intro

League of legends style runepage:

Similar to traits/gems in BLC. Runes provide players with an out-of-combat way to customize their strategies to fit their team comp, the opponents team, and the current gamemode.

This system is under development but the shape of it is likely thus...

  • Players will finalize their rune selection at the same point at champion selection
  • Outside of champ selection their needs to be a menu option for exploring runes and defining presets for each character
  • There will be a mixture of universal runes and class specific runes (melee, ranged, healer). Specific characters may get access to runes their class typically wouldn't

Rune Effects

Runes provide gameplay benefits that fall roughly between stat increases/specializations(trade-offs) and additional gameplay effects.

For example:


Insurance - Healer Rune: when you die drop an orb that can be picked up by your allies providing them with a heal, fading haste, energy and damage reduction. The number and strength of these effects depends on how early the healer dies (earlier they die, the stronger the benefits)

This rune could be chosen by healers who are facing heavy dive comps to discourage the enemy team from solely focusing them down as a strategy too early into the match.


Dasher - Universal Rune: Lowers the amount of time taken before your wavedash energy cost starts to decrease. Once is begins decreasing, it decreases faster.

Created On: Monday = this.file.cday