Are mastery and rune systems really needed?
I know I'm going to get a lot of "just go play Dota" flack for this thread, but it has always been an issue I have had with playing league. Why have such a complex underlying system with a game already relying on players knowing champion skills? Not only do I have to know what to do if I am up against champ A, but also memorize over complicated background of stats that add nothing to the game's feel except for confusion. Many usually say with this argument that its part of the skill level to realize what masteries/runes someone is taking and how to counter it, but overall it is detrimental to mechanical freedom and balancing. Masteries and runes represent everything that is RNG, about League's current state. Players should not need to have to sift through a players spreadsheet at the beginning of the game to understand how that champion will play. Moba's thrive on the design choice of making champions gameplay be fully represented by their appearance and abstracting that more with background stats just confuses the player. Let the designer design how a champion is supposed to play like, and the player should only need worry about how to use the champion's strengths to the current situation in game.
Not only would the designers have more control over the type of champions that could be made, but also it would actually make you feel as if you are playing a unique champion with unique strengths. For example instead of encouraging players on their own to create good rune and mastery pages for Sion, why not give Sion a unique stat pallette that plays to his tankiness making the opposing champion actually think "oh I'm playing against a Sion in lane, so he'll be hard to fight against early but he scales less later thus I should do strat a.". As opposed to "Oh i'm against a sion and his runes/masteries make him tanky, but I have the same runes so I am basically the same champ early game with slight differences". This will not only give more communication to how a champion plays to new players (as gameplay is represented by the champion, not in hard to reach spreadsheets and rune pages), but also give each champion more personality as a champion like Sion will actually always feel as if you are playing an undead juggernaut, not after you give him rune pages and masteries to make him play as an undead juggernaut. Items already do a wonderful job of allowing for champion customization, League does not need more.
I know that the reason behind runes in particular is as an ip sink (and thus more implication for buying rp), but I would much rather have champion in general worth more ip if it mean't to have champions feel more unique and fun to play. I don't know for sure, but I 'd be willing to bet the profit margin for making league more fun and balanced would be much greater than the money made from buying rune pages.
I'm not sure if I made my point 100% clear (never was to great with writing stuff down lol), but I'd love to hear what other's have to say and I'm open to change my mind if I see a good pro mastery/rune argument, but atleast how the system is now... there needs to be some sort of big design change.