Discussion about /dev: On Pre-Game (runes,masteries)
First of all: Great Job to RiotFearless , you did a great blog about pre-game [slayer-pantheon-thumbs]
I like the idea of making runes and masteries more unique and powerful. Acutally I use only a "AD" and "AP" rune page, because I think I don't need much more. It has amor and mr and AP or AD, nothing special but it works. Same was with masterys before you update it in pre-seaon 6 (I hope it was pre 6 xD). It was simple based on "Ap-tanks" "AD-tanks" "assasin" "adc" and "supp". Now, thank to key masterys , it feels more powerful, every champion use a other key mastery, based on kit and not based on class. But the other 29 points are still the same , most of these points you don't realize in game. Sure, when you calculate the dmg you see it changes about 20-40dmg, but lets be honestly, In most of the cases these dmg points have impact on the end of the fight.
So I like that you making the system more unique and outplayable. So i have some questions about your ideas you already had.
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runes: Do you will change the system of runepages? Maybe you will change it in something that has the same idea but maybe the kind of site or the place the rune is placed affects on the affect (something like some places reduce the cd of the effect and other makes it 5% more powerful)
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runes again: will be there still basics like armor , mr , ad and ap or you replace all of them and make runes with some effects that affects the game more than just stat ups like normal items? Because putting 10ad in your runes is like buying a long sword. One of my ideas was: more hp and mana from monster kills or bonus gold for assits and kills.
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masterys: will you still use the skill tree system or are you going for a system that makes it much easier to skill without limits to get not your key mastery?
I very interessting in these changes. I hope we will see them until pre season 8.