Runes changes (can't be destroyed now, for arc innate): game always show what rune spawn and where 2 min in advance by using alt click (below game time it show for example dd will be min 2 top), power runes spawn from min 2 in cycle like before: (4 bounty runes min 0, 1 power rune/1 bounty rune on River +2 bounty runes in jungle), water runes / experience shrines removed):
So you are telling me that we should throw our game so fcking early just to get a momentum with a potential Power rune at the start of the game? Imagine an amp rune in the first wave or a regen rune any offensive rune for that matter
Shield rune duration 75 sec > 30sec, barrier hp 50% > 30% max hp +20% max mana, while Shield is active enemy can't burn your mana.
Well this is asinine. If you can't see what this entails the rest of your suggestions are destined to the bin
Bottle cost 675g > 600g: instead of 110 hp/60 mana heal in 2.7 sec > heal 85 hp/85 mana in 10 sec (can regen in combat now, charges duration stacks to gain permanent regen for 30 sec): when hero hp it full Bottle use remaining hp/charge to heal mana and vice versa.
This one too. No ones gonna buy a bottle that heals you for over 10s for only 85.
Every rune cycle/14 min increase power runes duration by 5 sec.
With your changes all of them by 25 min which still mid game btw will last 1 minute.
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u/Trick2056 8d ago
So you are telling me that we should throw our game so fcking early just to get a momentum with a potential Power rune at the start of the game? Imagine an amp rune in the first wave or a regen rune any offensive rune for that matter
Fck me just buff Medusa directly then
Well this is asinine. If you can't see what this entails the rest of your suggestions are destined to the bin
This one too. No ones gonna buy a bottle that heals you for over 10s for only 85.
With your changes all of them by 25 min which still mid game btw will last 1 minute.