League of Legends

Future’s Market: Full analysis and how to use this Rune.

LeagueofLegends11 - Future's Market: Full analysis and how to use this Rune.
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Holy Anivia's wall, when I said *Full Analysis** I meant it.*

This rune is wack/weak. Here's why.

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First, the description that has baffled many a summoner due to evil math:

You can enter debt to buy items, up to 💰 145 (+ 💰 5 per Minute), which is displayed as negative gold in your treasury.

A 💰 50 lending fee is added on to the amount of money you owe after leaving the store.

You cannot borrow money before 2:00.

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TL;DR: You start with 145 (+5 per min) "fool's gold" but if you use any amount of this "fool's gold" you lose 50 regular gold after leaving the store. There is no limit to the amount of gold you can lose via excessive Future purchases. You are advised a max of 3 future purchases (+1 every 10 min after) as long as the cost difference is not less than the lending fee. Going into debt once and never again loses you 50 + debt hit for the item, this rune punishes both over and under utilization.

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In Depth Explanation and FM's Efficiency:

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At first glance this may seem like just free extra starting gold, however, there exist an issue that no other rune faces. Misuse (not just overuse) of Future's Market can negatively impact your total effective gold, making it the only rune that can be worse than not having a rune.

For all intents and purposes, the debt limit can be see as a secondary currency that functions almost like regular gold. Let's call the extra gold given by FM "fool's gold" and the regular gold generated during the game "real gold", once you combine them you have total gold. Fool's gold, however, has 1 caveat; using it decreases the total gold you have by an extra 50 for each store visit where you use this fool's gold. By seperating the gold gained by Future's Market and the gold that you earned during a match the Rune's real weakness becomes apparent. Despite giving you the extra gold to use, the extra fees can pile up higher than the amount it gives so you can somehow end up with less effective gold than with a rune that doesn't even affect your gold. We'll call this limit "Bankruptcy" for simplicity.

• Fool's gold = gold gained from FM

• Real gold = gold made during a match

• Total gold = Real + Fool's gold

• Bankrupcy = If total lending fees paid is greater than fool's gold

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Since you start off with an extra (145 (+5 per min)) fool's gold this means you start at 2 Future purchases you can make before digging into your real gold that was generated during the game. You gain +1 viable purchase at (1 min, 11 min, 21 min, etc). Going over this limit of advised purchases means you are hurting yourself and have hit Bankruptcy; additionally you also lose real gold based on if a future purchase difference is less than the lending fee (i.e. if the item was 40 gold away you lose effective 10 gold, if it was 20 gold away you lose 30 effective gold). The later can often happen when you bought items but don't have enough gold for wards or if you miss timed a back.

The upside to this Rune is that you gain an item spike earlier by 0.49 seconds per gold in debt you are. This was calculated via gold per 10 seconds on summoners rift which is 20.4 gold per 10 seconds. At a 5 minute first back you can purchase things that would've taken you up to an extra 83 seconds of passive gold gen (w/ no gold gen items added) or 136% the gold of 1 whole extra minion wave.

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Best Use Case

The highest efficiency and best possible use of this rune is to purchase your first/strongest power spike items as soon as you can, while making sure it hits your maximum debt limit. In the following store visits if you need an item spike keel hitting the maximum debt limit again until you are at 0 viable purchases left. Then only go into debt hitting the maximum debt limit again at exactly every 10 min after your last future purchases. With its emphasis on early item spikes, as the game progresses the less meaning this rune has. Not making a single future's purchase during the early game is basically throwing away its strongest aspect. Even if you aren't super effective it can still feel real good if the item was powerful enough/ had an important passive at a key moment in the early game.

WARNING: Once you've decided to use this rune you better commit and start keeping track of your current number of purchases.

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If you decide "If i only use this once on an important item so I don't have to worry" your already wrong. Yes, you would still benefit from that initial purchase, however, if you only go into debt once in a game the rune loses a huge chunk of value. The gold lost in the rune is equal to 50 + the debt number you hit from the purchase. For example, If you hit a value of -250 (one max debt purchase at 11 minutes) using FM only once you basically lost all value the rune gave and an extra -50 gold hitting bankruptcy. The only thing good about this scene is what you accomplished with that item spike you used it on so it better have been an impactful use, otherwise you basically lost 2 minions and a whole ass rune slot.

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Why This Rune is Weak

This is currently the only rune that can potentially be worse than not having a rune at all. Every other rune adds at least some to no benefit, this one can actually subtract from zero benefit. I don't think I need to continue further on why this is aspect is bad.

This Rune does only 1 thing basically. Give you money early. Its value becomes less important the longer the game goes. If your champion doesn't NEED a certain starting item, or already has a good early game this rune isn't really great at all. To understand why let's take a look at it's more popular sister rune "biscuit delivery".

The total 150 permanent mana gained from those biscuits have a gold value of 210 gold. Selling all three biscuits for maximum profit gives it a gold value of 300, the same as boots but at 6 minutes. Even if Future's Market didn't have a lending fee saving you the 50 gold, it still wouldn't be as much raw gold value as 3 sold biscuits or magical boots until 31 min into a game. That's absurdly weaker considering the fees prevent it from even touching that value.

Once more, this rune is extremely punishing for using it on smaller purchases or more frequent purchases, pushing anyone who doesn't need the rune even further away making it even more niche than it was. And to those who do use it, it still has the potential of just making you have less gold than if you didn't have anything at all making the one rune that affects players negatively. The only possible way that losing your gold would be worth it is if you were so far ahead it doesn't matter, or you really needed that item.

Also the situation in which you find its maximum value of use requires specific timing of backs, for a specific planned item spike, in which that item's cost specifically hits at or near your debt limit. If you aren't doing this, the rune also losses some value.

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Buffing Options for Improvement

One quick and simple buff to the rune is to reduce or take away the fee. Even if the fee was removed its still less valuable than biscuits so it wouldn't be overtuned.

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A more unique idea that still encourages consideration of your purchases and debt but rewards you if you do succeed in the early game with this Rune:

• Starting available debt limit from 145 to -> 150 at 2 min.

• Removed: Debt limit no longer increases +5 per minute.

• Lending fee reduced from 50 to -> 10 gold.

• New: Debt limit increases +10 per takedown.

• New: At 15 minutes all current debt is forgiven, bringing you to 0 if below, but you can no longer go into debt.

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This basically keeps the same spirit of future's market, making you think about it's costs but its far friendlier and is very rewarding to those who succeeded with its early game power. As long as you have 1 takedown per 3 minutes it scales the same until 15 min. Right before 15 minutes users are encouraged to back and hit your debt limit. Gold value is far better early and mid game considering at it would take 15 future purchases to hit Bankruptcy compared to the 2-3 uses from before so players really don't need to worry about that anymore. And depending on your takedown count you could gain an additional effective raw gold equal to how much dept you are currently in.

Compared to something as valuable as magical footware (420 gold vaue), It will match its gold efficiency if you hit the starting debt limit once, then with 14 takedowns hitting max debt at 14:59 minutes FM would match magical footware's gold value without it's downside of no early boots. Counterplay to this would be to know if your enemy is backing at 15 min you do an important objective.

The rune only starts losing value if you make more purchases than takedowns but gives more value if you have more take downs than purchases. If you want that juicy bonus gold pay off at 15 you have to back in a predictive manner.

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This post was brought to you in memory of the lost hours of research and thought because I wanted to know all about this rune and if it was any good. Hope Vi gets a legendary skin.

Source: Original link


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