Just Thought of How to Create TRUE Rune Choices!
So at present the problem I see with runes is that the passive stats that the runes give you (adaptive damage, attack speed, health, etc) really bounds certain classes to specific rune trees. One example is many aggressive skirmishers and divers like Gangplank, Riven, Renekton and Kled not opting into the Precision Tree because the passive attack speed it offers is useless to them. Another example is tanks who may benefit from Predator not opting into Domination and immobile ADCs not opting into phase rush -- All because the passive bonuses suck for them!
HERE IS THE FIX:
Rune Enchantments!
Instead of each rune page having a predefined passive stat it gives out, all runes pages can be "enchanted" with one of four passive stats:
-
Base Attack Speed
-
Base Adaptive Damage
-
Scaling Adaptive Penetration
-
Base Health
-
NOTE: Inspiration would stay as it works in live because that shit is OP otherwise
All enchamntments would give the exact same amount of bonuses (except for inspiration) in all rune trees. This would open up rune paths that at present feel too constrained. Also I really believe Celestial Body (the rune that gives you more starting health but less early damage) should be changed to resolve as a secondary rune to open up the "going to play it safe in lane" fantasy, which can be later reflected on item choices as the game progresses.
What are your guyses thoughts?!