I think the ability still needs to hit a life %, or cost a lot more (or both). Compare it to Decapitating Blow, cost-wise and consider that a rune would have to have 80 health for Decapitating Blow able to kill something with 20 hp. Why not make it a Decapitating Blow clone with charge range for uhh Decapitating Blow's cost + 1? Or just give him Decap. Blow...
Ride Down: Increase CD for sure. 3-4 though I would err on the side of higher CD. If we try to focus on lowering the power of the ability I feel like it will become "useless" so I think it would be wise to make it usable less often as opposed to less powerful. I also think that the ability needs to be fixed so that it is block-able. Either by impeding terrain or by other units similar to charge. This adds counter-play through positioning. If these changes prove to not be enough then we can talk about toning down the overall power of the ability. FoB: The rune itself is in a bit of an odd area. Stat wise he isn't all that over the top but Tough and Resilient makes it very easy to abuse other abilities and spells to make him very hard to kill. I would suggest either moving Resilient to Upgrade Tree A instead of Tough 1 or Tough 3 depending on what people want or reducing its base Defense by 1. If we move Resilient it opens up a slot on Upgrade Tree B for something flavorful. We have to be careful though FoB is a rune that has been in the spotlight for a long time. People will be critical of any change.
Ride down needs to be mechanically fixed so that it mirrors the restrictions and movement of charge, then it should have its threshold set at 15 or 25%.
Never once have I said I was a Girl, I am a Girl. G.I.R.L typing the periods irritate me. Acronym trolling. The lazy way.
- Just be careful with FoB. If all suggestions go thru its literally 5 nerfs. So fix the bugs first.. make it not teleport execute...so we can actually see how the champ was intended to be.
Preventing opponent relics from being deployed inside is a popular one. I think the idea in the OP is a good one but rune the risk of being a "better version of UD's".
preventing opposing relics from being deployed in your fonts would keep IS fonts among the better. it might be a lateral, although it's really hard to actually tell as i don't think there's been a worthwhile mechanic like that in the game yet i'd be interested to see it, but have a backup plan ready if it's what you push for i'd say
Flip side of the same coin would be "It costs 1 extra AP for an opponent to first enter a captured IS font." Don't prevent relic deploys so there won't be any new mechanics but it could help with early rushes if your opponent doesn't have a relic. Or force the opponent to spend the Nora if he wants to contest that badly. Also eventually they can program in a kickass little miniature wall that appears around the font.
It will help with getting overan by faster champions. The only thing that makes SP slower than IS is the fact that they have tons of Moga slowing down the average, otherwise, we are by far the slowest. I've got decks with 5.7 avg speed and the meta norm is somewhere around 6.6.