User blog comment:Emptylord/Custom runes - New Sabotage Path, plus other tweaks/@comment-26815373-20171121200414/@comment-3974211-20171122103933

I considered "Vanish", like Shaco and LeBlanc's ultimate - but you can't move while vanished, at least on any current examples. I suppose it could grant invulnerability, but have it broken when the stealth breaks. I intended for the effect to you, similar to triggering Guardian Angel or Rebirth - but I'm not sure how much is too strong, even if it's a keystone.
 * Feign Death

I've already considered adding "Enemy champions within 1400 units or that you have been in combat with in the last 3 seconds" as a limitation on triggering Feign Death - so it's not just a Karthus counter. So similar to, but marking enemies and obviously has a bigger PBAOE radius.

Having both the rune and seemed superfluous, but I'd be open to negotiate. The item is largely unused due to the fact the item's stats are appropriate for the wrong class of champion. It's not slot-efficient enough for Divers or Assassins to pick up, and it's too slot-expensive for a support to pick up as an aggro-dropping tool. In fact, if the item were reworked into an item for Enchanters to help their team - I'd be all for it remaining alongside the rune. The target gains immunity either way.
 * Hijack

Feel free to ramble. I agree it's not ideal - the trigger radius for Duskblade/Sweeper is shorter than the ward's vision radius, but a lot of corners allow you to get in without being seen at all. The disable does seem to resolve before the vision - although attacking the ward does briefly reveal you, so the effect is intended as a sneak-in and not the ward-clearing tool it's used as.
 * Vision

I opt'd to have 3 Razorfins because I felt they should be relatively easy to kill - similar to Malzahar's Voidlings or Yorick's Ghouls. That is to say - they are guaranteed to die to targeted damage, but are resistant to AOE/splash damage. They force the enemy to spend resources to kill them, but killing them isn't hard. I could perhaps make them stealthed so that they are able to get in range of, say, Caitlyn without already dying - but to have 1 would mean making it durable, and then you run into issues like Heimerdinger's turrets or Shaco's traps where the health is either so low they're pointless or high enough they're frustrating.
 * Hired Goons

I never really liked the Ocklepod's weird moving sight zones - they didn't seem particularly useful, and weren't something the player really opted in to (i.e. they just happened). If you can think of a sight effect that's reliable/engaging - I'd be all for it. Even if it's just "The Ocklepod can see into brush and over walls", making it a target for enemies and valuable to protect for allies... hmm...

The Secret Menu could have any number of items - those were just examples I could think of. I was specifically trying to avoid items that built into the support items or jungle items, which limited my options a little - but there could be any number, including additional items like Cull that don't go anywhere.

The effect grants you movement speed, not a slow on the enemy. At least, that's what I thought I wrote. It's essentially just a sight tool with a little bit of the removed Predator rune added in.
 * Entrapment

I had intended the effect to be similar to the old Wolf Spirit (Smite buff) or - except the VFX would be a rumbling mound of dirt, since it's a mole. "Interacting" with the informant is like :
 * Mole Informant
 * 1) You can see your Mole sat next to vacant camps.
 * 2) You click on him if you want the expend the cooldown.
 * 3) You literally just follow him wherever he leads you.

Note that I didn't intend for the mole to grant vision - so you have to hope the brush he leads you through doesn't have an enemy hiding in it.