The new rune system was the EoC of LoL
You cannot expect to ever have this game fully balanced and fun/readable when you take the grass roots, the back bone of what made this game and turn it into the most hidden power/power creep this game has ever seen.
I miss going into a match and going "oh, it's riven, shes a very mobile champion and depends if she builds ghostblade or rev + GA, can either be really bursty or sustain based".
Now it's "oh, it's riven, and she is what the old aatrox was due to Conq. What other runes does she have that I have to apparently play around instead of having everything readable to me by just glancing?".
It literally used to be just the champion, and the items. Runes weren't an issue of hidden power because :
- Everyone took the same masteries on the specific champion
- It was consistent. It was 3% more damage, 2-4 less damage on champions, 4 damage on creeps, 5 armor, 5 magic resist.
- They took cdr/level blues? Well it's readable as you can see their CDR going up which tells you they took that.
Compared to now (every 20-40 seconds deal damage) On kill refresh 10% of your max ult cdr, 5-30%% lower ult cooldown depending on kills. 30-60 damage for the 1st 3 attacks every 45 seconds
Remember when if you had your banshee bubble popped, it would recharge every 40 seconds even if you were hit by a champion? It was then changed to every 25 seconds as long as you weren't hit by a champion. Why was this? Because Riot even said that having random moments where a banshee shield all the sudden comes up isn't really fun/easily readable and is just hidden power in an item that can just make it broken.
So why not the same with runes like bone plating? It goes against that game design philosophy.