Runes, Contextual Decisions, and Data Intelligence

RiotFearless··1 votes·17,439 views

Hello Everyone! Runes Reforged will be on live in a handful of days! We wanted to do one last communication piece for you all about how Runes Reforged has changed pregame decision making, and how you can expect to change up your runes before a game of League of Legends.

Quick run down of how Runes Reforged changes pregame power and decision making:

  • There are fewer runes in the new system, but their power is concentrated far more than we saw in previous Runes or Masteries.
  • Runes are now free, and can now be changed in champ select
  • Players that reactively select certain runes stand to gain substantial power over generic, less optimized builds

This last point is one that we haven’t talked about directly too much, though it’s a core element of the design. In order to ensure that most champions get to make decisions in most of their games, we’ve spread the types of decision between options that focus on your own champion and options that care about your allies and opponents.

Let’s go through some examples: Resolve features one slot that asks what defenses you need in the early game, or gives you the greedy option to beef up later, at the cost of nothing in the laning phase. This decision very directly asks who is your lane opponent, and how much of a threat they bring to you. Gathering Storm offer’s a similar question. Few runes offer as much power in the late game, but it offers much less if your game ends at twenty or twenty-five minutes. You might chose this on a Veigar or Karthus to live the late game dream, but you might also pick this in a lane where you don’t think early aggression will be fruitful. A few reactions can be very particular. Perfect Timing is a great example of this. Against a Zed or Kayn, or other champions with highly telegraphed damage, this rune can safe your life, and put you up in the race to get a vital legendary item. However, in case where you don’t need the stasis, you have a filled inventory slot and full slot’s worth of opportunity cost.

As an aside, we know this sort of decision making takes time. We’ve added time in champion select and will be watching the various queues to make sure each mode has enough time to avoid feeling rushed, especially for the later picks.

With runes having a lot more situational power, it’s likely that guides and experts will need to adapt to a world where pregame choices don’t have simple “right” answers. We still expect that players will get a lot of benefit from using guides as a starting point, but more than ever, reactive decision making will be very powerful. This means that guides might have to give extra context on some suggestions, accept a level of inaccurate recommendations, or show a wider array of possibilities. We’ve worked with a number of the guide sites to give them info right away when the system launches, and give them a heads up about the more contextual nature of the system.

Finally, I wanted to reiterate one last time that this really is just the beginning for us. We’ve done our best to get the system balanced for launch, but a change this big is going to have some bug, and some power imbalances that we just couldn’t find or fix fast enough for release. We also ran out of time for some features we’re really excited about, like how we show runes in end of game, or providing a really high polish option for runes selection out of champion select.

We’re also aware that some particular champions have fewer options in the new system. Some champions will never have a multitude of options, but we do want champions to have at least a single Keystone and path that feel suited to their needs. Lastly, we’ve also only got the first attempts in for feedback stats for runes. You’ll be able to see these in your match history, and eventually we’ll get these in end of game. If there are stats you’d find valuable to understand the performance of a particular rune choice, we’re invested in build the tools for players to understand their choices and evolve their approach to the game.

Thanks everyone! See you on the rift!

59 Comments

Naqel10 votes

Why are they referred to as runes, when they are named and behave like Masteries do/did, and are arranged along forms/paths of mastery? [sg-lux-2]

Nasuss2 votes

does it even matter tho?

Ashen Rider3 votes

IMO, runes sounds cooler and more fitting than masteries.

RiotSparkle7 votes

This is a good question. When we were looking at Runes Reforged we were really taking pieces of both systems - the paths like you mention are very mastery-like, while we have some individual options that feel more rune-like. In fact, we found in testing that a lot of players really associated "runes" with stat choices and we ended up including more of those in the system (see: Cosmic Insight etc.) because players asked for them. I think we could've gone either way with the naming and had it work, really.

One consideration for "runes" came from the art side of it. We've always wanted to visually represent choices/customization in the art of the system - as you may have seen we have a representation of your keystone in both the UI and in the art. The versions of these in the art have always looked more symbolic & reduced compared to the UI icons (at one point we explored like literal glyphic carvings for these, for example).

Eventually, after we settled on the runes name we did even more on the UI to make them FEEL rune-y there too - chunky slotting in sounds & slotting in animations, etc.

Also, tbh, one thing I like about the decision for "runes" is that there's less verbal overlap with "champion mastery" but that's just a personal thing.

Nefas5 votes

It seems a lot like it was done because Runes were the paid system and Masteries were the free one. Can’t add a price to masteries since they’ve always been free so replace the free mastery pages with paid Runes pages and call masteries Runes now. No real excuse for Runes Reforged pages still costing anything.

DeathBurst3 votes

I won't make a fuss about it, because I don't feel like we're shafted by the new system, but yes, I do agree with that point. It really feels like the new system is called Runes simply because Runes were the system costing IP.

Naqel6 votes

Fair as this is for an explanation, the dissonance could be entirely resolved with more rune-like names.

The aforementioned Cosmic Insight comes to mind, as it is very easy to imagine "Rune of Cosmic Insight", but much harder to do the same for something like "Press the Attack".

RiotSparkle1 votes

That's a fair critique of the naming, for sure

ModThe Djinn1 votes

[{quoted}](name=Riot Sparkle,realm=NA,application-id=A7LBtoKc,discussion-id=Vrr0vTuJ,comment-id=0002000400010000,timestamp=2017-11-06T19:07:19.072+0000)

That's a fair critique of the naming, for sure

...as someone these somewhat sporadic naming conventions also bothered, I'm hopeful for really silly patch notes in the future like "Press the Attack renamed to Rune of Ceaseless Aggression." :P

Shock ąnd Awe2 votes

I like runes because it sounds cooler :3

Spideraxe4 votes

Hey Fearless about certain champs not having super synergistic runes, do you feel this is more of a champion problem or a system problem with the runes

RiotFearless4 votes

Likely to be cases on both sides. There are some champions that have incredibly specific needs, and they are harder to serve, but there are also Runes spaces where we'd like to provide a few more options.

ProfDrDeath3 votes

Wasn't that supposed to be a perk of the new system?

For example, if you need a new precision keystone to serve AS-based APs (just an example), you would just be able to add a fourth keystone there without having to worry too much about synergy with other keystones (since you can only have 1).

Mordepool2 votes

{quoted}

Hey Fearless about certain champs not having super synergistic runes, do you feel this is more of a champion problem or a system problem with the runes

I would very much love to hear an answer to that question

The Yetii Rider4 votes

Having played with runes on the PBE, I would like to say that I find the UI tracker for Eyeball Collector very confusing. It doesn't give me an amount of AP/AD gained like the other runes, it just tells me how many stacks I have.

RiotFearless3 votes

The thought here is that seeing that you've maxed out is probably the most in the moment thing you could need, and that you can see the stat gains in the hover over and in your stats panel.

The Yetii Rider1 votes

Okay thanks.

Shock ąnd Awe1 votes

Hey what do you think would be a cool setup for Miss Fortune?

BobaFlautist4 votes

While total damage dealt/healing done is certainly a juicier, more satisfying number, if I'm glancing at the rune pane I'm much more likely to care about how much damage/healing I'm going to get right now. Can you help me understand why you decided to put the immediately relevant information behind the mouse over?

RiotFearless2 votes

Some of these cases are our best guesses as to what people wanted to see or would be evaluating. We went back and forth on these a fair bit, and are likely to swap a few after release as we get broader player opinion.

Mordepool3 votes

I'm lookin forward to a week of madness

Mordepool4 votes

{quoted}

I'm lookin forward to a week of madness

Followed by swift nerfs to the "already Meta" champions who synergize too well with the new system

ModThe Djinn3 votes

One thing that I would find especially useful is the ability to view a breakdown of stats like damage dealt by "damage/healing dealt to who" (with position detection) and by timestamps -- say, at 1 minute increments -- as well as the combination of the two. This would really let us see data on individual match-ups, as well as be able to parse the effects we think our choices are having on the laning phase and, as the game progresses, on the teamfight phase. This seems particularly important for runes that are important in-lane -- it doesn't help me much to see that, say, Veigar's most dominant choice is Gathering Power if I'm up against a Zed and need to see what rune offers me the least damage taken against Zed in particular over the first ten minutes of a game.

RiotFearless3 votes

In game, you'll actually have the runes panel that can give you some of the things you are asking for in real time. Adding this level of detail to match history would be a fair bit more data tracking and would be quite a lot UX/UI work to integrate.

ModThe Djinn2 votes

{quoted}

In game, you'll actually have the runes panel that can give you some of the things you are asking for in real time. Adding this level of detail to match history would be a fair bit more data tracking and would be quite a lot UX/UI work to integrate.

Ah, my apologies. I thought you were talking about accessible data, not just UI data. I feel having access to that through the API would be extremely valuable, and may have misunderstood the prompt. Sorry!

RiotFearless2 votes

No, my bad there. I believe that would be a significant add to the data tracking, but I can follow up with folks more knowledgeable than myself to find out. Thanks for the follow-up!

Nasuss2 votes

Arcade in the sorcery tree needs some buffs because the early game damage is not even half an auto and late game its pretty eh interms of damage tbh , it just looks cool.

SparkStorm2 votes

Hello! I am a guy who really likes to try out really crazy stuff with my runes. whether its a counter jungle focused rune page with EXP runes to maximise my power gain. To taking crit damage runes on hypercarries to see those juicy 1k dmg crits lategame.

My main concern are the two above mentioned stats, crit dmg and exp gain. Though exp runes could be problematic for obvious reasons, if they didnt have a specific niche everyone would take them. but that also would have been a problem with old runes, but it was partially alleviated by their huge cost, IP and opportunity. Id still like to see them come back in some form in reference to counterjungling, maybe if you steal a full camp you gain a bit of bonus experience, and tie it into smite somehow or jungle items?

And also crit damage, it's sorta here in the form of gathering storm, but crit dmg is online as soon as you get crit chance, while gathering storm takes some time. Id like to see this implemeneted as well though i dont really have any idea how...

maybe a new tree would be nice? IM just honestly really really sad that i wont be able to do stuff with these anymore. and of courser theres stuff like hynrid pen runes if i want to play udyr/ekko/akali or someone else with a hybrid build. or even hybrid runes on Shadow Assassin for a little bit of extra dmg. I know you guys wont be able to bring everything over to the new runes, but i just dont want to feel ignored that something i liked to experiment with is gone. maybe new items would help?

that's all, thank you :D

RiotFearless2 votes

Appreciate the feedback. As we broaden the number of runes in the system, we'll hopefully be able to add a few options that cater to the more niche approaches a few innovators like yourself sought after. No idea on the timeline for this sort of stuff, but we do understand that many folks will miss some of the options that aren't represented right now. I appreciate the detail and candor of your post as well. Thanks for taking that time.

Naqel2 votes

A cool tree to add for most of the currently overlooked characters (junglers who need jungle help and DoT mages), would be something along the lines of "Oppression".

A tree devoted to persistently keeping the enemy down, with runes that invert the Adaptive Helmet functionality, attach additional harmful effects to the ones already applied, and generally reward keeping the enemy down through constant interaction. Junglers specifically could get runes that extend respawn timers on poached monsters, or otherwise reward invading the enemy.

Bootleg Gay2 votes

Having seen this, something happened to cross my mind.

Items like item 3056 , item 3004 , and item 3060 have seen relatively low usage, outside a select group of champions that still hold onto it from the olden days.

Strangely enough, their effects seen to be perfect candidates for runes. That being said, they'd need to be removed from the game as items, but thinking about it, it'd be a new way to incorporate their gameplay into stronger, more appreciable effects.

item 3056 for sure has been underwhelming for a while, but if turned into a poweful Keystone, could see much more common play. It could even possibly turn a tower into your own for a little while. Of course, it would need to have a substantial cooldown, or maybe being only a one time use, perhaps even with a channel time so enemies can get out from under it first.

item 3060 seems like a different version of Minion Dematerializer, but it turned into a smaller rune, could be a good way to assist pushers that seem to want more help.

item 3004 is the least problematic of these. Seeing that we have infinite Max health runes, infinite damage, uncapped attack speed, and other unique build up runes, it would fit a niche to champions that normally buy item 3004 or item 3003. Varus, Ezreal, Karthus, Syndra, Anivia, and more. Could even grant an occasional bonus to auto attacks that deal damage based on current manager, or could increase maximum Mana permanently.

Just some thoughts on newer runes based on an issue I've seen brought up by others on the boards about these items.

Cosnirak2 votes

I feel that the new system does a poor job of letting you know how good a rune was for you. Not being able to check the stats on your runes in the post game is a huge issue, often making it impossible to tell how good a rune was. Even if I had to go to the web based match history for it, I would LOVE to see the stats post game. It would also be extremely useful to be able to see the stats in replays. I wanna know how good a rune was for instance in laning phase alone.

Without all that important info so often my potentially deep and interesting rune choice is "no idea which is better, guess I'll pick this one and shrug." Beyond that there are a few clear options, but they're almost entirely just the ones you mentioned and little else and the choice is often really obvious. Also a number of those choices don't feel very impactful regardless of which I take. For example I've tried Iron Skin a number of times and never felt like it made a significant difference, though in that instance it may be a perception problem. Still not 100% sure how the consumable and shield aspect works though, as it's worded weirdly.

Several of the runes that I want to like feel underpowered, as in just a tuning issue atm, but it's making it hard to care about them and view them as a real choice. While fixable, this is something that will always potentially be a problem. Mages have always theoretically been able to choose between Thunderlords and Deathfire Touch, theoretically... Even runes that don't seem like they compete can effectively compete if the tuning is off by enough.

Please make it so that if you start a game with an unfinished rune page it randomly fills in the unchosen runes rather than just forcing you onto the default page for that champ. Or make it an option to turn on at least.

The Last Ballad1 votes

there is a way to view the effects of runes after the game by going to match history ->click on match -> click on "runes" tab(similar to the "overview" or "graphs" tabs)

However, a few are not very helpful, with ultimate hat reporting 0% cdr(even if it was fully stacked), and revitalize showing only the boosted healing aspect, while ignoring the shielding. Celerity also is confusing, as it says "total ap/ad given" but doesn't explain what that means... And font of life doesn't even tell you what it is tracking in game.

TomiMan72 votes

Hey

So did You guys consider the bonus ap/ad/as/hp that you get for each tree, be made like so you could allocate them as you like? For example for sorcery you get 10ad/15ap (i dont know i guess that much) adaptive. What if as a mage i want the 10 ad early game and the ap later on? Or what if you guys would give points instead of raw stats? That way i could allocate them like so:+5ad for CSing and +10ap for poking? or +10ad until 10minutes after that +15ap? Thoughts?

Boxxy MorningWd1 votes

Sadly I thinks it works has a passive recognition of champions strength. As does Camille passive about her enemies.

Even if it's not like that, I don't think that you will have a choice on how to set points. Otherwise Gathering Storm will become an awful runes in term of UX (selecting stats every 10 minutes sounds quite bothersome).

TomiMan71 votes

im not talking about gethering storm nor any runes like that. Im talking about the bonus STARTING stats that you get for each tree. That could be allocated BEFORE the match starts in champ select :)

HenzoAF2 votes

I'm One Trick Malzahar 700k mastery points currently in Gold V I think I have enough autonomy to say that Malzahar doesn't have options! I've thinked about every combination possible, none is better than:

SORCERY ARCANE COMET MANAFLOW BAND ABSOLUTE FOCUS GATHERING STORM

DOMINATION EYEBALL COLLECTION RAVENOUS HUNTER

Without a doubt, there is no choice here, and there won't unless your release at least 5 or 6 options for each row instead of just 3.

AnataBakka1 votes

Is it possible to play without masteries?

RiotFearless5 votes

Very shortly, yes.

AnataBakka1 votes

doesn't seem to be like that, I get an error saying "There was an error setting your runes page. Please try again", and then it automatically chooses a full preset page.

Is there really no way i can play without runes? Just because i want to test the champ alone and the runes get in the way

AFilthyCaitMain1 votes

Would you consider giving Illaoi back her E interaction with Dark Harvest? It was her only damage rune choice, and now shes only left with Grasp, which is very situational. She just doesnt feel as if she has a solid Keystone choice now.

Ahkor Luna1 votes

what about mana regeneration? people are so worried about the runes that they forget that the masteries will be gone as well.

certain champions need the mana regeneration from the "meditation" mastery. I made a post in the EUW forums about that and I would like to hear RIOT's opinion about that.

there are so many strong runes and synergies in the new system that being forced to give up a full tree just in order to make a champion functional feels really unfair and is going to bring a lot of problems. having to choose between a worse version of meditation and ultimate hat, for example feels really bad since you can't pick both. in my opinion, the mana regeneration nodes should be all clustered together and players should be able to choose between one of them.

please read my post in order to understand the full context of what I'm talking about.

https://boards.euw.leagueoflegends.com/en/c/champions-gameplay-en/25IfApEA-the-new-rune-system-needs-a-mana-regeneration-passive

Jar Jar binks l1 votes

fearless can u please for god sake nerf twitch before Runes reforged goes live. Just imagine lethal Tempo on him (80 AS and removing the ATK Speed Cap)

Will we all die in 1 Seconds from far far away? Everyone from low elo to high elo and pro Players admit that Twitch is completly broken in Soloque

50ShadesOfÀDC2 votes

U gonna die before lethal tempo even procs.

The Last Ballad2 votes

I mean, the tank might not. Not that they will live long afterwards...

Ravenescence1 votes

I'm very intriguing to see how it works.

Daze Clover1 votes

When are they going to fix the bot lane issue... bot lane impact is so big. Why is it taking riot this long to fix this issue!

Frontline Fury1 votes

What are your greatest WORRIES about the new runes, from a personal standpoint? Do you have any thoughts about worst-case scenarios of things you DONT want to see?

Boxxy MorningWd1 votes

Simply a runes used by every champions because of how strong it is (remember Thunder Lord at launch?)

Bryfus1 votes

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