Runes Rework. (w/ Bottle changes)

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Changelog:

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General Power Rune Changes:

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Power Runes at minutes 2 and 4 are no longer both Water Runes

All Power Runes in the River will be paired by a Water Rune on the opposite side.

Power Runes now spawn every 3 minutes

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General Bounty/Wisdom Rune Changes:

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Bounty Runes gold formula after initial spawn changed from 36 + 9 per 5 minutes to 35 + 4 per 3 minutes

Bounty Runes’ gold reward is now set on their spawn, not on the game time they are picked up.

Added 2 new Wisdom Rune spawns at the center of the secondary jungles (triangle area)

Wisdom Rune now only grants experience to the hero with the lowest experience, regardless of who claims it

Wisdom Runes now spawn every 3 minutes

Wisdom Rune xp changed from 280 + 280 per 7 minutes to 150 + 120 per 3 minutes

Wisdom Runes’ xp reward is now set on spawn, not on the game time they are picked up

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Power Rune Scaling:

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All Power Runes now scale in effectiveness based on the time in the game. Levels up every 3 minutes. Maxes out at 57 minutes. (18 level ups)

Double Damage now gives a specific amount of attacks before ending. Attacks are only used up on heroes, creep-heroes, and buildings. Attacks given: 8 + 2 per 3 minutes. Duration increased from 45 to 50.

Haste Rune duration changed from 22 to 19 + 0.2 per 3 minutes.

Illusion Rune damage dealt changed from 35% to 35%/30% + 2%/1.75% per 3 minutes (melee/ranged)
Illusion Rune damage taken changed from 200%/300% to 200%/300% - 4%/3.5% per 3 minutes.

Invisibility Rune now grants 30% extra attack damage, 15% spell amplification, and 30% debuff amplification for the attack or spell that breaks the invisibility. Increases by 1.75% per 3 minutes for attack damage and debuff amplification, and 0.75% per 3 minutes for spell amplification.
Invisibility Rune duration increased from 45 to 50

Arcane Rune cooldown and mana cost reduction changed from 30% to 22% + 1.1% per 3 minutes.

Regeneration Rune max health and mana regen changed from 6% to 3.5% + 0.6% per 3 minutes. Duration increased from 30 to 50.

Shield Rune max HP as barrier changed from 50% to 40% + 1.5% per 3 minutes. Duration reduced from 75 to 50

Water Rune health/mana given changed from 40/80 to 30/20 + 15/10 per 3 minutes.

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Bottle Changes:

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Max charges increased from 3 to 6

All Power Runes give max charges

Water Rune charges increased from 2 to 3

Bounty Runes still give 2 charges

Wisdom Rune charges decreased from 3 to 2

If at lower than max charges, picking up runes will increase charges appropriately. (e.g. picking up 2 bounties one after another will give 4 charges total)

Health/mana restored reduced from 110/60 to 50/25

Duration reduced from 2.7 to 1.6

Cooldown increased from 0.5 to 1.6

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This change for runes reduces both the potential for huge swings based on getting specific power runes, and making mid more even due to always having a Water Rune opposite a Power Rune. It also makes Runes more important later on, as they will scale into late game, in some ways better than they do now.

Wisdom Rune gets more controlled xp swings similar to what Bounties have now, and since there are now 4 Bounties and 4 Wisdom Runes, one team controlling all 8 is far harder to manage, potentially increasing comeback potential without huge gold swings a la kill gold comeback.

Bottle is changed to compensate for the increased number of potential runes on the map.

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Created 639 days ago

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