Rune Feedback

Zullar··1 votes·204 views

My initial thoughts on the new runes:

The good: They hit the mark on feeling impactful & unique (as opposed to a bunch of minor stat padding).

Runes like Predator completely change gameplay in interesting ways.

The bad: 1: The old system had 2 meaningful keystone AP options with sustained multi-target damage (Deathfire Touch) vs. single target burst (Thunderlords). The new system has 5 semi-redundant single-target burst Keystones (Aery, Electrocute, Comet, Predator, Dark Harvest). I'm fine with 5 slightly different burst options, but I'm frustrated that there is no sustained/multi-target damage option like DFT. What option is there for somebody who wants to blanket the enemy team in small sustained damage to soften them up like DFT used to do (i.e flash in and Zonyas with Karthas)?

2: I would prefer stats being decoupled from the trees. i.e. Fleet Footwork might be nice for some sustain but the 18% attack speed is wasted on most champs completely ruling out the entire tree. If flexibility & choice is a design goal, then coupling stats to a tree is counterproductive. In my opinion the old system was better in the sense that stats (runes) were decoupled from the masteries.

3: I miss being able to pick 0%, 10%, 20%, or 30% scaling CDR with runes. Before your could pre-plan your gear and hit 40% CDR by supplementing runes (For an extreme example I would take 30% scaling CDR + 10% from Zonya's or Banshees). Now Morellonomicon is the only practical way to get 40% CDR. Having only 1 realistic option pigeon holes builds.

4: Lane poke. Sorcery Aery + Sorcery Scorch is +50 damage at level 1. I guess time will tell if this makes ranged supports too oppressive.

5: Mana regen: There is only 1 option for mana regen with the new system. Sorcery: Manaflow Band (unless you count biscuits). And manaflow band feels clunky... not sure when the next proc is coming up. A smooth 0.13% missing mana/sec would be less clunky than an 8% proc every 60sec. Really feels like forcing an unnecessary clunky mini game here (Does mana regen really need to be a mini game?!). Also, with the new system you only have 1 option for mana regen (which pigeon holes builds) but with old system you had 2 options -A: Masteries: Meditation -B: Sacrifice armor yellows for mana regen yellows if I wanted to be risky (this option no longer exists)

6: Flat stats vs Scaling: The old runes typically had flat & scaling rune options. I thought it was an interesting choice... do you want flat MR or scaling MR? Flat cooldown or scaling cooldown? I personally used to take scaling runes and try to survive lane knowing it would give me an advantage later. But many of these options do not exist with the new system (a few exceptions like Resolve-Resistance line, Sorcery: Gathering Storm).

So as somebody who typically ran 30% scaling CDR runes, mana regen yellows, and DFT my old build has been 100% gutted by the new system and there is no replacement for the 30% CDR or DFT :

1 Comments

ModWuks1 votes

In an effort to consolidate feedback that often overlap, we've created a megathread for the Runes Reforged changes. I strongly encourage you to re-post your sentiments there!

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/qtv6qtKE-lets-discuss-pre-season-2017-runes-reforged

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