View Full Version : New Rune: Rune of Sight!
03-12-2010, 02:49 AM
Rune of Sight
Description:The Rune of Sight increases user vision by 400 in a radius (or by however much you feel is necessary).
I feel the implementation of an item such as this has as much validity as the currently existing runes such as the double damage and regeneration runes. The increase in the radius allows for the holder to have greater map awareness. This comes with a slew of uses, such free farming for one or two whole creep waves without a fear of a gank, or maybe to prepare for the initiation of a teamfight by sending a person to scout ahead.
And come on, the NAME just rolls off of your tongue, Rune of Sight!
Name by Caulksmith
Concept by Myself
03-12-2010, 03:38 AM
totally have no idea how you came up with such an original concept with no help or guidance what so ever good work guy :)
03-12-2010, 05:08 AM
hmmm... pretty good idea... but i think this rune will suck when it comes to ganks... most of the other runes..."or all" have a great use in ganking... this pretty much... sucks when it comes to that side... but i still give this a T-UP :P,
03-12-2010, 05:13 AM
Give it clearvision too, like the token of vision that you can pick up from traumenstien
03-12-2010, 05:19 AM
Honestly... no thanks. Runes are meant to be used for ganking or they can be something to run to if you are in a pinch. Every single rune in play right now can be used for these purposes, but not the one you're suggesting.
03-12-2010, 05:21 AM
Rather rune of Truesight, with 600 range truesight and +600 added to normal vision range
03-12-2010, 06:18 AM
Runes are meant to be used for ganking or they can be something to run to if you are in a pinch.
Can you show me where this is stated in the rules? Every single rune can be used for initiation to a certain extent (if you count tanking damage to regenerate with regeneration, if not, disregard it), so why can't another rune be added that can be used for initiation or other purposes? Runes can have different functions for different times, so what would be so wrong with having one rune be more effective for offense rather than balanced for both? If you don't like the rune, just attack it and wait two more minutes anyways.
03-12-2010, 08:13 AM
At first glance this was one of the best ideas i have seen be suggested.
The name, look, and the diversity to other ideas.
A couple of thoughts on this item which completely changed my mind
1.There is already an item(s) that does this runes purpose.
2.Being able to see up cliffs/ through Kongor's fog seems extremely overpowered for costing you nothing.
3. The skill involved in counter warding would be lowered with this idea.
4. It is way to situational to be spawned every 2 minutes.
5. Would be to hard of a NERF on wards of sight promoting turtling
As my conclusion players do not need anymore encouragement to turtle.
10/10 on concept though.
03-12-2010, 08:32 AM
I think a better idea would be to have a rune which gives out the location of all enemy heroes for say 5 seconds.
This would be a much better ganking mechanism.
03-12-2010, 05:33 PM
It's not a rule per-say.... just that's what you kind of expect when you get a rune. Honestly, a rune of sight will not benefit a mid solo very much early game. It gives absolutely no lane control, and you can't really gank with it early game either. Runes are a stalemate breaker and a rune of sight will not break any sort of stalemate early game.
03-12-2010, 06:38 PM
a rune of sight will not benefit a mid solo very much early game.
It will absolutely benefit a mid solo early game, if the solo mid has a bottle or takes it at the second half of the respawn timer. If the rune is in effect while the solo mid is laning, he is able to scout runes from a greater distance than their mid, meaning you only have to take a few steps away to see what new rune has spawned. Also, why would you discount the use of it for simple laning? If the solo has it, he immediately becomes more of a threat for ganks with the ability to have basically a portable ward for 40 seconds or however long the duration would be. People say wards win games (i take this to mean that it's map control or awareness), so why would an item that increases people's map awareness be detrimental to the game's progress at any time?
03-12-2010, 06:45 PM
Map awareness helps PREVENT ganks early game. It does NOT help turn the tide in any battle nearly as much as any other rune... unless this rune helps you see past trees? I haven't taken that into thought.