After using an ability, your next two basic attack within 10 seconds against a champion grants 5 gold. Attacking a non-champion will consume the kleptomancy stacks, but give no gold or items. Occasionally, you will gain a consumable item instead. If you gain a consumable item while your inventory is full, the consumable will instead be consumed. Kleptomancy cannot be activated more than once every 2 seconds.
Kleptomancy was designed as a rune that (a) allowed users to build a gold advantage over opponents at the cost of the immediate power other keystones provide, and (b) created moment-to-moment changes in laning dynamics depending on what you got from procs. The experience Klepto created for opponents, however—be farmed for gold by constant harass damage—has been rough, especially for ranged vs melee matchups. Removing gold as an incentive only left the moment-to-moment dynamic changes as Klepto's design core, and League's consumable item system isn't deep enough to carry an entire keystone on its back. Sorry, Klepto—even for an Inspiration rune, you were too weird.
Now procs off the next two basic attacks after using an ability rather than just the first. Wards no longer drop after 20 minutes.
Giving Kleptomancy a second proc broadens its user base beyond Ezreal champions whose abilities either reset or count as the basic attack that procs Klepto. We're also removing wards from the loot table after 20 minutes since at that point inventories are often filled with component items and the wards just immediately drop onto the ground.
PROC MODEL : After using an ability, your [next basic attack] ⇒ next two basic attacks will grant 5 gold... or something nicer
DROPS : Wards no longer drop after 20 minutes
Gold value of pilfered items decreased.
The gameplay of getting a lot of small, mini-use active items is cool, but too often it's optimal to just sell everything and accelerate builds. We want to make sure that there's a reasonable tradeoff between using those items and just cashing them in. Since Kleptomancy is also overperforming, we're also bringing the drop rate down, especially early game and on ranged champions.
LESS LOOT Drop rate significantly decreased in the first 15 minutes of the game
LESS LESS LOOT After 15 minutes, drop rate slightly decreased for melee, significantly decreased for ranged
BUYER'S MARKET Sell values about 20% lower
We're really happy with how Kleptomancy landed, but we still think there's room for improvements to the internal item generator system that feeds it. Our goal is to reduce the gap between extreme cases, be it the best-in-class champions using it, or champions who would fall behind and weren't able to recover from it.
YOU'RE TOO FAR AWAY No longer increases attack range by 25
SO MANY ITEMS Loot table mechanism updated to decrease variance in loot over time.
STICKY FINGERS After using an ability, your next attack on a champion grants bonus gold. There's a chance you'll also gain a consumable.