The Conqueror rune is arguably the hardest to balance in the current rune system of League of Legends as it is too versatile and suitable for too many champions. The overpowering aspect of the Conqueror rune lies in the fact that it provides both damage stats and, when fully stacked, offers significant healing, making it suitable for almost all champions in League of Legends since who doesn’t have damage-dealing abilities and needs to survive in team fights?

Although it was originally designed to enhance the strength of champions who can sustain in fights, the increasing prevalence of assassins using this rune shows that it is far from balanced. The issue of having too much direct damage while still providing excessive healing is what leads to the Conqueror rune being abused. Why would you need a little damage from Electrocute when you can have direct damage from Conqueror and heal so much?
Therefore, the League of Legends community has suggested that the Conqueror rune needs to change, to be reworked to achieve balance; otherwise, soon enough, every champion will be using this rune. Specifically, one player suggested splitting this rune into two separate runes: one for healing similar to Bloodline and one for damage like the old Fury. You can’t have both in one single rune.

The Conqueror rune needs to be split into two separate runes: Battle Fury and Bloodline
Recently, I’ve noticed many types of champions from Assassins, Mages, and Junglers all using this rune; it provides both adaptive power and healing at the same time, suitable for every type of champion. You can’t just have both; you need to choose one or the other.
To clarify, I’m not saying to bring back those two key runes; they can be reworked, but the goal is still to separate the two stats of the Conqueror rune. If you want more healing, choose Bloodline, which can grant healing based on a percentage of damage, lifesteal, and spell vamp in addition to direct healing… in short, that would be the healing rune.
On the other hand, Battle Fury would be the rune used to stack damage; it retains the essence of this rune as continuous attacking and becoming stronger the more you hit, but it shouldn’t be so overpowering since you no longer get free healing.

Although there are still many things that need adjustment, the fact is that this guy’s opinion is very accurate; the Conqueror rune needs to be adjusted as it is currently too perfect and renders many champions without weaknesses. Splitting it into two runes with clear purposes of Healing and Damage Boosting is an extremely valid suggestion that Riot could consider.

The special thing about MOBA games is that everything in the game requires a certain cost to be paid; there is no absolutely perfect item, yet League of Legends still has the Conqueror rune, and this needs to change. Do you want to heal and have good lane presence? The cost is that you won’t have much damage to take down enemies. Conversely, high damage must come at the price of struggling to survive longer in team fights. Something that provides both like the Conqueror rune needs to be adjusted.