Old Runes that I Miss

Senamz13·10/15/2019, 1:15:08 PM·16 votes·10,640 views

Siegemaster: Gain 8 Armor and Magic Resistance when near an allied tower Fearless: Gain 10% +2 per level bonus Armor and Magic Resist when damaged by an enemy champion for 2 seconds Double Edged Sword: Increased damage dealt to 5% and increased damage received to 2.5% Swiftness: Grants 3 / 6 / 9 / 12 / 15% Tenacity and Slow Resist Veteran's Scars: Grants 10 / 20 / 30 / 40 / 50 health Unyielding: Increases bonus armor and magic resistance by 1 / 2 / 3 / 4 / 5% Vampirism: Grants 0.4 / 0.8 / 1.2 / 1.6 / 2% life steal and spell vamp

And one of my personal favorites... Strength of the Ages: You can stack up to 300 permanent health by killing or being nearby when an allied champion kills a large monster or siege minion

Adding a few of this back would be a great way to shift the meta without having to spend time and resources creating new ideas

Edit: I know that some of these runes have very minor effects, but I would personally enjoy picking a handful of weaker runes than one dominate rune

13 Comments

Whisper8710/15/2019, 2:29:26 PM6 votes

I totally agree. I think they gutted too much with the removal of old masteries, particularly on the defensive front. Seems like they just removed a ton of options in favor of things that either grant damage or accelerate the game.

Even some of the most "interesting" options really are just pace accelerators. Like free boots, or all the CDR out there. And Aftershock just seems silly to me. I'd waaaaay rather have a tank keystone that focuses heavily on tankiness rather than damage. In a world where tanks are more susceptible to being outscaled late game than they used to be, I think it would be ok to let them become tanks earlier on, and if you have to remove some of their offensive options to do so then that's fine!

I also distinctly remember Riot saying one of the primary goals of new runes was to allow more interesting options without the investment of points to buy runes and time to learn all the best rune/mastery combos. But I feel like waaaaaaaay too much got trimmed down. Why don't I have the option to stack a single resistance against comps that don't have a good mix of physical/magic damage? Why can't I give myself armor or magic pen as a baseline anymore outside of the domination tree?

I will say I understand the idea of trying to level out the playing field across those who maybe don't want to take the time to think about optimal rune set ups for every situation. But I just feel like what we've done is remove like, 90% of customization strategy in favor of just getting my build and/or damage online ASAP.

And this might be a widely unpopular opinion, but I think all of the changes that have narrowed the gap in scaling differences between early/mid game champs and late game/team fight champs was a big step in the wrong direction. Homogenization and simplification of this game's build options and tactics will 100% have serious impact on the player base if it continues in this direction.

DuskDaUmbreon10/15/2019, 2:13:51 PM5 votes

You...miss the rune that gave just 10 hp per rank?

Man this shit was massively underwhelming. That's what made me happiest when we got the new system - It was no more of that "Whelp here's 30 cents of stats enjoy".

Runes became much more interesting, too, with actual effects besides "have some stats". Like out of the ones you listed only 4 have anything you vaguely have to do with them. The others were just "Here's some stats for the entire game"

The thigh guy10/15/2019, 6:56:25 PM4 votes

I miss the one that increased your warding range.

Gall10/15/2019, 7:54:10 PM3 votes

It may be a lot of work for the balance team, but I would love to have triple the options for runes that we have now, so long as they're all more or less viable.

ProfDrDeath10/15/2019, 9:18:54 PM2 votes
  • Courage of the Colossus
  • Expose Weakness: Your damaging abilities debuff enemies for 3 seconds, increasing the damage they take from allied champions by 3%.
  • Greenfather's Gift: Stepping into brush causes your next attack or damaging ability to deal (3% of target's current health) bonus magic damage. (CD 9 seconds).
  • Legendary Guardian: Grants 0.6 / 1.2 / 1.8 / 2.4 / 3 bonus armor and magic resistance for each nearby enemy champion.
  • Evasive: Reduces the damage taken from area of effect magic damage by 4%.
  • Adaptive Armor: Gain (4% bonus armor) total magic resistance when having higher bonus armor than bonus magic resistance, or gain (4% bonus magic resistance) total armor when having higher bonus magic resistance than bonus armor.
  • Oppression: Reduces damage taken from enemies with impaired movement or reduced attack speed by 2%.
  • Frenzy: Critical strikes grant 5% bonus attack speed for 3 seconds (stacks up to 3 times)
  • Initiator: Grants 1 / 2 / 3% bonus movement speed when above 70% maximum health.

These are the ones I'd be interested to be revised in some form or other.

The Spicy Crit10/15/2019, 10:35:48 PM2 votes

I miss every single one of them, these new runes suck.

gileskd10/15/2019, 6:30:34 PM1 votes

when you say runes, do you mean masteries?

5050BS10/15/2019, 9:51:32 PM1 votes

DFT I miss that rune.

Velasan10/15/2019, 9:56:51 PM1 votes

Going to say... Deathfire Touch, then Vampirism, Runic armor (when it gave increase to all healing and shields), and Fearless.

Deathfire Touch was really basic to the point that I actually argued against it once in the past... but I never thought there would be no DoT mastery in the game after that point. On top of it DT was nice because it worked on anything that was an ability. So, it was a nice back up rune if your champion didn't have another perfect option.

Suppose the current runes will see a lot of work done in preseason.