A lot of runes are just "more damage"

Iręlía··68 votes·4,043 views

Its almost just kinda, "what do you want to call this damage source". I wanted more interactive runes that give utility. Some are nice but they are so lack luster to the heeping amounts of damage you can get instead.

Tone down rune damage and the utility runes might seem more useful.

77 Comments

FOR JUSTICE39 votes

well you're not wrong....

the rune trees right now are just damage damage damage damage inspiration

Mogarl7 votes

Keystones are only 47% damage. A pretty good bit off from your proposed 80%. When you bring the rest of runes into it it actually goes down to 30.8222% maybe only to 34.1666%.

60 runes total. I counted pure damage runes (damage, AS, ad/ap) as 1 and anything that gave partial damage with utility as .5. 34.1666%is if I add all cdr runes for half a point. Kleptomancy is in the original at .5 offense value.

Resistance/healing/health runes make up 31.666% on the other hand with Cdr easily being applicable here as well.

CDR is 6.666% of runes.

Edit added resistances, cleaned up dirtied numbers, added ingenious hunter to cdr count.

Hibeki9 votes

Keystones are either damage or help you get more damage off.

There are only 3 runes that dont help you deal more damage, and thats Guardian and Fleeted footwork, and Phase rush

So 75%.

50000000000000001 votes

I don't think it's fair to call predator a damage rune. It provides damage, but a pretty small amount. Its main function is the movement speed. There's also the entire inspiration keystones. What you said isn't strictly wrong given how you phrased it, but I don't think that's the right way to look at it.

Hibeki1 votes

Lol its a damage rune. It gap closes and does a large amunt of damage.

If used on rengar its well over 500 damage on its own, its not negligable.

Malicious Fury1 votes

FF gives you movement speed, which let's you catch up and deal damage. Indirectly it's a damage rune. Kappa ;^)

Hibeki1 votes

I purposefully didn't include movement speed because movement speed is primarily mobility and not damage oriented. Whereas glacial augment is a primarily offensive rune.

The Yetii Rider2 votes

How is Unsealed Spellbook a damage keystone? You're still using it mostly on Flash cooldowns.

Sire Hippington1 votes

don't know how you get the 47% We have 2/3 damae in precission 3/3 in domination 2/3 in sorcery 2/3 in resolve 1/3 in inspiration

10/15 total, so 66% of the keystones offer more damage, with 7 of them offering nothing but damage(guess that's your 47%)

Mogarl1 votes

I counted pure damage runes (damage, AS, ad/ap) as 1 and anything that gave partial damage with utility as .5

2 in precision 2.5 in domination 1.5 in sorcery 1 in resolve .5 in inspiration

So it looks like I did fuck up my count somewhere because it should be 50%

SlashXel1 votes

{quoted}

well you're not wrong....

the rune trees right now are just damage damage damage damage inspiration

RESOLVE got only 3 runes that do damage - Grasp, Aftershock Demolish does damage to turrets only but does 0 damage to champions, minions and monsters other 9 runes are about defense

Bluezy12 votes

i posted this topic/opinion so many times just to get down voted. I want my old runes back....

FOR JUSTICE13 votes

But that's not the actual answer though. Most of us are actually pretty accustomed to runes reforged now, we just have problems with all the damage people are running around with. Like you're either a tank that wont die but can explode the enemy backline or a squishy who can 1v9 at 3 minuets. Plus, these runes provide way more versatility vs the old ones.

Bluezy6 votes

I hate writing essay paragraphs because no one bothers reading them. But I would prefer the old rune system but not exactly the way it was. I would make a more extensive rune page where the numbers are buffed on runes & more slots and with the mastery tree there would be no dmg/atk speed,def, or mobility keystones/masteries and just be utility like wards,shorter death timer, exp, recall, farming etc. That way the balance team would mostly focus on balancing individual champs and not indirect forces/secondary things that affect champs performances like runes(keystones)

GigglesO3 votes

Part of that issue is they delay nerfing a champ because "we're working on keystones"

THEY HAD A FULL YEAR TO FIGURE THIS OUT... HOW DID THEY NOT SEE THIS IN TESTING?

Chromatic Eagle2 votes

They get more data when stuff hits live than from internal testing.

Pika Fox9 votes

I want more keystones like Glacial and Kleptomancy. The others are mostly "Heres stats for something youre doing", where as glacial and klepto are "Heres a fundamental change to the gameplay youre going to now be partaking in for this new mechanic"

Arakadia3 votes

Although do consider that offering heaps of utility could easily break champions like Ezreal or Trybdamere or Yi who are balanced around a lack of utility.

Auz the Ripper4 votes

Ezreal breaks everything he touches and there’s not really a way to avoid that without fundamentally changing his kit.

Tryndamere and Yi might be stronger with more utility but their biggest counter is utility on the enemy team so it should balance out

Chromatic Eagle2 votes

Don’t people hate Klepto, and stop watch?

Pika Fox1 votes

People hate stopwatch because its the only rune that isnt a passive bonus stick. You cant hate on second wind if you cant tell its the thing keeping the enemy laner at a high enough HP to kill your ass every fight. Passives are boring and undervalued. I want more gameplay changing passives like glacial and klepto or gameplay changing actives like stopwatch instead of just passive beat sticks that enforce what youre already going to be doing anyways.

ThePikol4 votes

And yet Riot says no to Deathfire Touch because "it's just free damage rune, nothing interesting".

FakeGravity3 votes

the problem with old deathfire and many of the old masteries was lack of visual interaction and feeling like you are doing something any differently, think of it like old sona, she use to have hidden power in the form of stats to her team in a way that wasnt really "impacful" to see. deathfire was "do more damage when you do damage" the same could be say about aery in a way but now you get a visual indicator, a shield for buffing allies and a colddown that change base on play paterns (getting closer to the enemy reduce it) meteor is a hit or miss damage that favors CC and other runes dont encourage single hit and back away pattern of play as much

SHANK LUX MAINS1 votes

The new runes aren't interactive at all, if anything they're less. No longer do you have to manage fervor stacks in lane or anything like that its just hit someone 3 times and something happens. Not to mention the god awful abomination that is aftershock so now you have Leona and alista solo killing people level 3.

NineTailedMystic4 votes

Except you do change how you play with new Runes. You know to play around that 3rd hit whether it was your TLD/Electrocute or theirs. You do specifically try to proc Klepto and Glacial. You do zone your opponent when you have your grasp up and he doesn't.

SHANK LUX MAINS1 votes

So same as old grasp, same as tld, and klepto is just broken

NineTailedMystic4 votes

So how are they less interactive if they're the same?

https://images.emojiterra.com/twitter/512px/1f914.png

SHANK LUX MAINS1 votes

Because several of the old masteries required thought, the new ones require "do a combo" and they proc. Also klepto and aftershock are disgustingly op.

NineTailedMystic4 votes

But that's the same as the old keystones?

[sg-lux-2]

Sun Wu Ryuumoku1 votes

Because several of the old masteries required thought

[sg-miss-fortune]

Oxyrotten3 votes

But that's not exciting. Everyone just wants to be a solo hyper carry.

Usernamehere12353 votes

Yeah, a lot of runes give damage, similarly to how the old runes/masteries gave damage.

I think the difference is that the forms of damage amplification in these new runes allows for more interesting gameplay decisions to be made.

If you do hard cc, and want to do early true damage, take cheap shot. If you're a lethality user with a strong dash, take sudden impact.

You might notice how these forms of damage aren't as simple as the 9x ad runes might have been back then, or the 5% bonus attack speed in the masteries. They're significantly more complicated, and give unique forms of damage amplification to suit the champions that want to play around them.

AwesomeGuyDj3 votes

item 2420 item 2420 item 2420 item 2420 item 2422 item 2420 item 2420 item 2420 item 2422 item 2420 I couldnt resist

MorganFreemanBot2 votes

A lot of the old runes, especially before the whole Keystone phase, were just "more damage". The object of the numerous mastery updates - and recently runes reforged - was never to make them less about damage, it was to make them more contextual and interactive.

Seriously. You'd see stuff like +2/4% crit damage, +0.5/1/1.5/2/2.5 AD / AP equivalent, +0.5/1/1.5% damage, and variations, all throughout the old mastery trees.

This eventually became the keystone masteries. Those did the same thing, but more interesting. I.E. 1% damage for each individual champion killed, upto 5%. 1% damage dealt, stacking once every 3 seconds, upto 3%. +4% damage on abilities (not ad or ap) or +4% attack speed.

The key difference is that the static and not interactive, but also omni present and invisible stat buffs became more interesting. They became more powerful (1.5% damage boost as a max, vs 3% or 5%) but they also became more conditional (enemies killed, duration of combat).

Runes Reforged is a continuation of this system. The damage - or defenses - have been buffed up and made far more meaty, but it's been better fleshed. So rather than just getting +5% damage, you get an additional nuke for landing three separate sources of damage for in a short window. Rather than gaining +17% attack speed constantly, from difference sources, you can active a huge attack speed boost for a short duration.

The reason for this is pretty simple. When your bonuses are all small but permanent stat boosts, it's pretty easy to math out what's best in each situation. Plus they're boring as shit. When you make them similar but contextual, you begin to encourage active thought about how champions operate, how YOU operate said champions, and also how the champions they will be playing against operate.

Iręlía2 votes

Why do people keep saying "herpa derpa - Old runes were like that , HURR!"

Excuse me, did I say ANYTHING about old runes? Did I say the old runes are better? No. I'm simply getting the point across that they said they would be more diverse in runes, but they are repeating the same problem.

Im not flaming Riot, they are a huge improvement from the old system, props to them, but I want to see more things like a Keystone that knocks up or a mini rylais effect, or even something crazy like a two way beacon teleporter.

So chill, please. Evelynn <3

Modl Ryden l2 votes

Is it any different from the runes you took before Runes Reforged?

FurriesAreHot3 votes

Nearly every rune page pre-forged had armor/mr in them.

Modl Ryden l3 votes

{quoted}

Nearly every rune page pre-forged had armor/mr in them.

See, you're neglecting the fact that Riot had compensated those losses into all of the champions' base armor and mr stats.

Second a lot of the community is neglecting the fact that masteries also amped up your damage whether it was the keystones or the double-edged sword mastery.

On a final note, it seems as though the community sees the current runes as a tit-for-tat; meaning that they think that 1x attack damage rune for .95 attack damage from the old system is equivalent to 1x precision rune. When it's not. If you look for yourself and total up your stats and compare it to an old rune page, it's more or less the same amount of stats.

Runes Reforged really just compacted a lot of the old stats into more manageable and more modular runes.

FurriesAreHot1 votes

Wasn’t aware of the compensation. Thanks for clarifying.

Lord of Math1 votes

I want a rune that gives hard cc. Like Braum passive almost, there tanks can do more. Or maybe one that adds grounded to your cc spells?

SHANK LUX MAINS2 votes

The last thing tanks need is a buff

Lord of Math1 votes

{quoted}

The last thing tanks need is a buff

Why exactly? You like the idea of tanks being forced into damage runes?

SHANK LUX MAINS1 votes

Tanks aren't forced into damage runes, they just happen to have the most overpowered runes in the game that happen to do damage. Aftershock would be strong as fuck without the damage but the damage makes it the hands down best keystone in the game.

Lord of Math1 votes

{quoted}

Tanks aren't forced into damage runes, they just happen to have the most overpowered runes in the game that happen to do damage. Aftershock would be strong as fuck without the damage but the damage makes it the hands down best keystone in the game.

How is it the best keystone in the game? If it is the best keystone in the game, then why does Riven not take it and why do midlaners not take it?

SHANK LUX MAINS1 votes

Because unsealed is better on riven and none of the melee midlaners have reliable cc?

OniZetsu6661 votes

Here is my thing the damage runes and precision runes outplay the resolve runes and they feel very weak to me. Like i will take the healing from damage because well...its more consistent...the resolve runes don't feel very powerful and while yes i do run them as the secondary set after sorcery (i think the only one i dont run that on is soraka and i gave her the domination for the zombie ward and the healing from damage) it just doesnt feel good on tanks and melee champs and imo melee champs feel REALLY weak in the game. I wanna see some runes dedicated to the tanks because it feels like resolve is for squishes like supports and not for our damage sponges. And yeah i could be wrong but this is just how I personally feel.

Leaf on Bush1 votes

"interactive" lul

Scary Door1 votes

Why can't we have rune trees that make you HAVE to chose between damage, survivability and utility. But every tree has some type of extra damage. You really should be forced to make a choice and that choice should be noticable. +8 MR isn't exactly what I'd call a real choice vs doing more damage to champs below x% health.

ChaddyFantome1 votes

[{quoted}](name=Scary Door,realm=NA,application-id=3ErqAdtq,discussion-id=2RR1m68t,comment-id=001b,timestamp=2018-02-05T17:12:55.184+0000)

Why can't we have rune trees that make you HAVE to chose between damage, survivability and utility.

Because then everyone would just choose damage unless the damage runes were strickly shit.

Lords Of Rage1 votes

My problem is the point of the new rune system was to give the game more variety, but it fails to do this. In the old rune system lets say I play twisted fate, I can chose to have more cdr to use abilities more frequently, more move speed to land skill shots/ roam more effectively, or more ap to hit harder/ or ad for even crazier builds of play. How can i do that now with new runes? I have less control in how I want to play with the new runes and it makes the game more stale for me. You can keep or discard the keystone for all I care I just want the ability to control early game stats again.

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