My Problem with Runes Reforged.

Eu4yk··2 votes·335 views

Runes Reforged Video

Instead of many mostly incremental choices about stats, new runes concentrate the power down to a more focused set of choices.

I'm worried you're limiting the amount of choices that we can make, thereby increasing the amount of cookie cutter builds. This happened with the previous mastery changes. The previous system had better diversity owing to it's more masteries (There were 20,19,18 masteries in the respective offensive, defensive, and utility pages). Furthermore, the system allowed the ability to put all of you points into one page, thereby allowing one to solidify a role, or, change one's role completely. That being said, keystones were an interesting addition, as they certainly are meaningful, but, because they are so meaningful, they leave little room for other builds. If a mastery point is so meaningful (overpowered) that you must take it to win the game, it's not really a choice then is it? Being able to make small incremental choices allowed there to be many more types of builds and play styles, as it lets you build the champion the way you want to play. Allowing this freedom of choice greatly increases the types of strategies and counter strategies in the game.

Imagine there was a world where there was only 9 meaningful things people could do in life and they could only choose one of those 9. If one lived in this world, one could observe 9 types of people. Now imagine a world where small incremental choices culminated into a meaningful and diverse one. Living in this world one could obverse a more diverse set of people. This hypothetical exercise illustrates the differences between the previous mastery system, the current one, and the one to come.

In conclusion, concentration of power, will only serve to promote a few playstyles. Building the system to allow different builds not only makes the game more fun, it allows for greater strategy.

If anyone would like an explanation of why diversity is good for league please let me know.

3 Comments

JamesBlanche1 votes

There are so many avenues that you can make modifications to the way your champion plays out and streamlining these is the best way to make this less intimidating to new players.

Runes don't feel dynamic. You don't exactly create a new rune page once you know what the enemies have locked in. You have a few rune pages and select one. The longer you've been playing the game, the better your runes are. It's too asymmetric. I hate runes as a new player to the game, I just feel so behind everyone else and it lacks transparency. You only realise the enemy Karma has tonnes of AP and magic pen runes when you enter lane and she chunks half your health bar with a single Q.

I like that masteries and items are more visible. You can see these build paths and respond more easily.

Eu4yk1 votes

I have been playing for a very long time, but I agree with you that its hard on new players, one could alleviate some of the growing pains by allowing runes to be free like they are doing. But by removing the amount of choices one can make with their character it limits the possibility for a certain play style. Using your example, the karma has chosen to take all ap and magic pen runes, while disregarding any defense. This would be her play style as she likes to poke, but be super squishy (This may me a overpowered but that can be tuned). Under the new system she could also go defensive, but she could do so at the expense of her damage. The new system just like how the current system is, it produces a lot of polarized builds and leaves little room for middle ground. The old mastery system allowed you to specialize or generalize. The new system scraps any uniqueness and looks to be like a Call of Duty Perks system. This allowed people to have more nuance in their builds and really customize it to their champion. I am all for helping new players, but not at the expense making every summoner's play style the same. As for making the runes dynamic, they could simply allowing them to be editable during champ select.

Eu4yk1 votes

{quoted}

I have been playing for a very long time, but I agree with you that its hard on new players, one could alleviate some of the growing pains by allowing runes to be free like they are doing. But by removing the amount of choices one can make with their character it limits the possibility for a certain play style. Using your example, the karma has chosen to take all ap and magic pen runes, while disregarding any defense. This would be her play style as she likes to poke, but be super squishy (This may me a overpowered but that can be tuned). Under the new system she could also go defensive, but she could do so at the expense of her damage. The new system just like how the current system is, it produces a lot of polarized builds and leaves little room for middle ground. The old mastery system allowed you to specialize or generalize. The new system scraps any uniqueness and looks to be like a Call of Duty Perks system. This allowed people to have more nuance in their builds and really customize it to their champion. I am all for helping new players, but not at the expense making every summoner's play style the same. As for making the runes dynamic, they could simply allowing them to be editable during champ select.

TDLR; I have a problem with how they are limiting the amount of choices you can make, not that they are helping new players with free runes.

All this being said I hope my worries will not be confirmed by the new system.

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