i want the odyssey augment system as the rune system.

Critmaster Garen··129 votes·25,229 views

i know this will never be possible, due to the sheer amount of work this would take to make all these passives for 150 champions, and it would probably impossible to balance due to the complexity of having 15 unique passive modifiers for every single champion.

but an array of passives that modifies your basic abilities is so much more enticing than flat passive stats the runes currently offer and that synergize too much with certain champions, while others struggle to find good runes for their playstile.

100 Comments

iiGazeii50 votes

That was my reaction, too. Having tailored upgrades/sidegrades to each champion's abilities so that you can tune them to your playstyle would be a lot easier to balance and downright cooler than the rune system.

There are 137 champions in League.

Each champion has four abilities. If each ability had three different augments (damage, sustain, utility), then that's 1644 different augments that would need to be made.

Now, that sounds like a lot, but I think it's a much less of a huge effort than it seems.

From a coding perspective, each one would be about as easy to code as a simple item, since all they would offer is altered numbers. Increase a slow duration here, convert a stun into a knockup there, add more scaling on this ability, etc. There wouldn't need to be any unique effects added.

Artwise, they could simply recolor the ability icon that is being modified (e.g., red for damage, blue for sustain, yellow for utility).

It would be a daunting task, but it would certainly be possible. It would allow the devs to fine-tune the different options a champion can have. No more "We can't buff this rune because it would make the champs it's actually good on overpowered" nonsense. Each champion would be their own entity, and their abilities could be tuned as such.

Does Jhin have too much movement speed? Gate a portion of it behind an augment. Force him to choose between it a different upgrade to his kit in order to become The Fast.

Is it hard to find a balance between Zoe's viability and fun-police abilities? Give her the choice between being more control mage-y with traps and sleeps, or being an artillery assassin-y with intense damage and range. She doesn't get both at the same time, but both playstyles are important to Zoe.

Players could adapt their champions to the matchup they are in and their preferred playstyle. You could choose defensive variations of your abilities if you're going into a hard matchup, or take augments that let you push the advantage you know you'll have in lane.

This sort of thing would add the depth that Runes Reforged was supposed to add, not set-in-stone "best build" for virtually every situation, but real choices for every champion.

Doge20202 votes

I wish the runes reforged did some of the stuf that you said is with malphite augmentation, and they added more utility or defensive passives/stats and a less amount of offensive stats. Maybe not the 15 or so augmentation options that Odyssey bring but prob like 5 or so unique augmentations for each champ and like 10-20 augmentations that can be used by all champs. Less complicated than making unique passives for every single champion while also hopefully keeping both your idea and the idea that runes reforged has.

Gramps6922 votes

I'm glad more people are realizing the issue with the current runes reforged-- it's not necessarily that they are overtuned/overpowered, it's that I don't really feel like I'm picking a champion anymore, I'm just picking a conduit that best abuses conqueror, or electrocute-- it's like a champion's kit doesn't matter as long as they can choose an in-meta keystone.

I think switching to this augments system would be incredible, and people saying it would be hard to balance-- not really, you'd just have to tweak a couple numbers here and there and see how it affects one champion, instead of the electrocute 'nerfs' that dropped damage a small amount but halved the cooldown on it, which meant the cases where it hurts the most (laners, a la Zed) basically received a buff anyways while junglers that like electrocute got screwed by the change.

LongDong S1lver3 votes

Pretty much this. As its been compared to hots before ill use that, hots balance is far better than league, and I think a lot of that is to do with being able to balance a talent and fix the one champ rather than nerfing/buffing a keystone and affecting many champs.

More importantly to myself and a lot of players, it would be more fun. I don't know about anyone else, but this mode has been some of the most fun Ive had on league for a while. Even with a bad game people aren't angry. Skills feel so impactful, there's a massive sense of satisfaction dropping a massive barrage of Ziggs bombs that split into even more. Changing Jinx ult changes how you use it, and how you think about its application. I actually had fun playing Yasuo.

As it's been said, yes sure, it would be a hassle to implement, but damn, the results would be satisfying.

ExpStealer1 votes

I've been saying this since a year ago if not more. Glad we're on the same page.

Ben O Nights1 votes

There are actually 141 champions in league and you have to acount for passives as well. So it's 15 augments for every champ. That are 2115 augments. And maybe you want to have some augments that totally screw with the champ in it's core, like the Harsh-augment for Sona. 75% of ap gained as ad completely changes her. Let's give every champ two augments like that because no choice no fun. That are 2397 augments. I think It's even more work than you think. Not to mention that we would have to learn all that shit and take it into acount every game. Just kill me now.

That being said, the idea of customizing my champs abilities is incredibly fun. I've enjoyed Odyssey a lot.

VoraciousX13 votes

I played HOTS a few times and there was a similar system for it. I really appreciated it much more than the rune system League has, but something about HOTS just doesn't feel the same.

Critmaster Garen19 votes

{quoted}

I played HOTS a few times and there was a similar system for it. I really appreciated it much more than the rune system League has, but something about HOTS just doesn't feel the same.

i still feel that this is much closer to what a good rune system in this game would look like.

youd have many options on every single champion, instead of a few champions who have multiple different rune builds across multiple pathes, that they get to play with and others struggle to find 6 runes that synergize well with their kit.

VoraciousX2 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=A2Jutc7X,comment-id=00000000,timestamp=2018-09-13T06:42:07.184+0000)

i still feel that this is much closer to what a good rune system in this game would look like.

youd have many options on every single champion, instead of a few champions who have multiple different rune builds across multiple pathes, that they get to play with and others struggle to find 6 runes that synergize well with their kit.

I wasn't saying the system I was just talking about was the problem with HOTS. In fact when I was playing HOTS I said to myself "I wish League had a system like this". The difference was though that at certain level checkpoints you would pick one out of two options to add something to one of your skills. You could also set up some amazing synergies.

I remember one character I was playing had an ability that could be augmented to spread to nearby enemies, and then another thing let me do something else really cool to every enemy hit with a status effect that that ability caused. It was really fun to set up things like that.

Critmaster Garen4 votes

{quoted}

I wasn't saying the system I was just talking about was the problem with HOTS. In fact when I was playing HOTS I said to myself "I wish League had a system like this". The difference was though that at certain level checkpoints you would pick one out of two options to add something to one of your skills. You could also set up some amazing synergies.

I remember one character I was playing had an ability that could be augmented to spread to nearby enemies, and then another thing let me do something else really cool to every enemy hit with a status effect that that ability caused. It was really fun to set up things like that.

just looking at malphites augments alone.

you have the option to add a taunt to ground slam (supports tank playstiles), or add more auto attack damage to enemies that are affected by seismic shard. this system has so much potential, and its a shame that there are just way too many champions to make it feasable.

if they ever give Garen another rework, and decide to remove the villain passive along with it, this is exactly what i want them to replace it with.

just give him a bunch of passives to chose from that modify his basic abilities in some shape to allow him to adapt to the game hes playing. if he is staying mechanically simple at his basis, they can increase his strategic complexity instead.

Anidan2 votes

There are problems with the HotS system, several in fact.

First: Your options are actually quite a bit more limited than the game lets on. Firstly, you have talent synergies, which leads you down the path of picking talents that synergize with each other or you're gimping yourself. That's why you see "Q build" or "W build" and whatnot there: you determine at the start how you're going to play, and you won't really deviate from that unless you have no other option, and if you do have to deviate then you're instantly weaker than you could be. As an example, why would I pick up a Scatter Arrow talent on Hanzo if I'm going a Q build? Picking a Scatter Arrow talent over a Q talent would literally mean I'm splitting power between 2 skills in a game where maximizing 1 particular skill is often more useful.

Second: This means that the strength of your talents is going to go a long way in determining the viability of a heroes. Diablo in HOTS had a decent kit before his rework: his Q wasn't bad, his W was complete garbage, his E wasn't bad, his Apocalypse ult was actually pretty good. However, his talents were so good that he was pick or ban despite overall mediocre skills. Conversely, heroes who have decent or good skills are held back by terrible talents, like Ana.

Third: In terms of balance it's basically a zero-sum game. You have more interesting design, but the granularity makes it both easier and more difficult to balance. Easier in that you can more precisely find what the problem talent is for that individual hero, and harder in that you have far more levers to pull to begin with and it's incredibly easy to make someone busted or useless by pulling the levers wrong, or make a particular talent completely unused even in builds where it would ordinarily be great.

I can see the draw, since I do like HotS, but ultimately I'd prefer my abilities do a single set-in-stone thing and I work around that in a PVP setting. That's more reliable than going in and not knowing whether that Malphite is going to rock you as an AP Burster, slap you to death as AD, or be that mountain rock of bulk he is as a tank. That makes champion picks incredibly hard to work around, which is neat until you realize you have to actually deal with it. That incredible versatility to me feels absolutely great... in PVE.

Mokuto Bunshi1 votes

{quoted}

I played HOTS a few times and there was a similar system for it. I really appreciated it much more than the rune system League has, but something about HOTS just doesn't feel the same.

Maybe its the fact that (at least when I played it) There are no items so different abilities are your ONLY way to diversify?

VoraciousX1 votes

[{quoted}](name=Mokuto Bunshi,realm=NA,application-id=3ErqAdtq,discussion-id=A2Jutc7X,comment-id=00000002,timestamp=2018-09-14T02:26:43.037+0000)

Maybe its the fact that (at least when I played it) There are no items so different abilities are your ONLY way to diversify?

I don't think I really noticed the items being missing honestly. Usually when getting into new MOBA's the item system is the most difficult to get into because you don't know what does what for a while. I think it was moreso just the feel of the game. Something felt weird with like the movement, the auto attacks, and even the abilities kind of iirc.

Step Sis Lux5 votes

Yes, this malphite ult is so fucking fun to use, i can already imagine those kidnaping on midlane by malph jungle

Daddy Ants5 votes

I don't think it's a good idea.

Every single champion would need to be completely re-balanced.

Imagine Sona with a Stun on her Power Chord: Tempo in SR?

Imagine Jinx getting an infinite range critical strike against the target hit by Zap or her rockets not costing mana?

Augments are way too overpowered for SR gameplay.

5 augments per champion, that's still 750 individual augments.

Balancing that would be a total nightmare.

The only Augment for Sona I'd say that could be balanced in SR game play is the "Aria of Perseverance heals 1 additional ally"

Ratpie2 votes

{quoted}

I don't think it's a good idea.

Every single champion would need to be completely re-balanced.

Imagine Sona with a Stun on her Power Chord: Tempo in SR?

Imagine Jinx getting an infinite range critical strike against the target hit by Zap or her rockets not costing mana?

Augments are way too overpowered for SR gameplay.

5 augments per champion, that's still 750 individual augments.

Balancing that would be a total nightmare.

The only Augment for Sona I'd say that could be balanced in SR game play is the "Aria of Perseverance heals 1 additional ally"

lol the 1 additional ally would make every person in ARAM cry. Watch her win rate go from 70% to 80%

Critmaster Garen11 votes

{quoted}

I don't think it's a good idea.

Every single champion would need to be completely re-balanced.

Imagine Sona with a Stun on her Power Chord: Tempo in SR?

Imagine Jinx getting an infinite range critical strike against the target hit by Zap or her rockets not costing mana?

Augments are way too overpowered for SR gameplay.

5 augments per champion, that's still 750 individual augments.

Balancing that would be a total nightmare.

The only Augment for Sona I'd say that could be balanced in SR game play is the "Aria of Perseverance heals 1 additional ally"

im not talking about a 1:1 replication of the power of these effects.

allowing ziggs to spam his ult over the duration of 5 seconds would be a bit much XD

but in general effects like giving malphite bonus auto attack damage against targets that are hit by seismic shard, or another one to have seismic shard deal splash damage in a cone behind the target hit (similar to graves ult) is interesting.

ZephyrDrake2 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=A2Jutc7X,comment-id=00060001,timestamp=2018-09-13T13:07:56.108+0000)

im not talking about a 1:1 replication of the power of these effects.

allowing ziggs to spam his ult over the duration of 5 seconds would be a bit much XD

but in general effects like giving malphite bonus auto attack damage against targets that are hit by seismic shard, or another one to have seismic shard deal splash damage in a cone behind the target hit (similar to graves ult) is interesting.

and he isn't saying to 1:1 everything but that adding a bunch of "unique" things for every single champion and every single ability is dumb and would completely break the champions. You would not only have to make whatever amount of augments needed (could be 3 per champion, could be more) but also rebalance every single champion and item in the game while looking at every single objective (dragon, baron, turrets, minions, nexus, ect, etc) to make sure that none of them are either too pathetically easy or so hard that it's impossible to take. Interesting? yes, it would be but at that point is it really league? are the augments taking too much power from champion kits or strategy? how feasible would it be to implement? augments is something that is great if the game is balanced around it or something that you know would need to be built around not something that can just be put there and hope it works

Critmaster Garen3 votes

{quoted}

and he isn't saying to 1:1 everything but that adding a bunch of "unique" things for every single champion and every single ability is dumb and would completely break the champions. You would not only have to make whatever amount of augments needed (could be 3 per champion, could be more) but also rebalance every single champion and item in the game while looking at every single objective (dragon, baron, turrets, minions, nexus, ect, etc) to make sure that none of them are either too pathetically easy or so hard that it's impossible to take. Interesting? yes, it would be but at that point is it really league? are the augments taking too much power from champion kits or strategy? how feasible would it be to implement? augments is something that is great if the game is balanced around it or something that you know would need to be built around not something that can just be put there and hope it works

i aknowledged all this in my opening statement.

what i can hope for is, that they can do this with one single champion. preferably garen, if they ever decide to give him another rework that replaces villainy with something else.

Kerrigan 4 Prez1 votes

So something like a multiple choice option for a passive? Or maybe something like the evolution system where you can choose variations for a single ability.

Anidan1 votes

At least it's not without precedent. In Heroes of the Storm, Kharazim, a healing support, chooses what his passive will do as his level 1 talent. All of them revolve around getting 3 AAs in, and give him movespeed, but the difference is in whether he wants his 3rd AA to heal, to regen mana, or to do extra damage. They slightly change how he plays as a result of his pick. His damage variant encourages going all in with his team as a blow-up dive comp with the extra damage, and his other two encourage him to hit anything--everything--within his grasp to maximize healing or mana regen (which in turn provides healing through abilities). And while I'm guessing you already knew that, I did put the explanation there for anyone who wasn't aware, to see that it has been done and how.

That said, I'm not really sure Garen is the guy I imagine when I think of adaptability. Or an evolution system. He seems like his answer is to just go ham no matter the situation, and if he can't then he was probably going to lose anyway. There are definitely better options for that than Garen, even thematically.

Akali Prime4 votes

for the sake of fun lets come up with different augments for our favorite champions ya? make sure theyre fair augments that wont completely break your champion

Akali augment that makes her passive circle slightly smaller so she wont have to run so far back to proc it anymore Jhin faster reload time AurelionSol stars rotate faster after hitting an enemy 3 consecutive times with them

Rathar Dashing3 votes

Zoe Reduced Summoner Spell CD by 15%+5% per rank of W

Lux Refund on ult takedown increased to 40/55/70%

Janna Tornados may charge up for twice as long, OR her shield decays half as fast.

Braum Shield blocks the first 2 projectiles instead of one.

Anivia +25% Damage Reduction while in egg form, OR 50% CDR on passive.

Xayah Feathers remain on the ground for 2 extra seconds.

Tristana Casting Rocket Jump increases the damage of her next Rocket Jump within 4 seconds to deal +50% damage. Stacks up to 4 times.

steven45474661 votes

Zoe Reduced Summoner Spell CD by 15%+5% per rank of W

You're suggesting that a champ will have the possibility to get 50% summoner spell CDR which would be insanely broken imo.

(15+(5x5)+10) the +10 comes from Lucidity boots if you choose to get those.

Rathar Dashing1 votes

It would preferably stack multiplicatively, so that it's not quite 50% but more like 46%.

Also, she could get very close to that with the old Unsealed Spellbook, and she already can get summoner spells as drops from balloons and enemy uses.

Also, considering these augments would replace the rune system entirely, there's room for augments to be powerful, so long as each champ can only pick 2-3 of them out of something like 5-6.

If it really came out as "broken" then you could always change it to something like 10%+3% per rank of W, or just a flat 20%.

steven45474661 votes

Oh.

Francina2 votes

Nami Q can be casted on teammates, teammate receives additional healing from all sources when released.

Karma E augment could make her shield explode like Ivern when it wears off.

Evelynn W augment could lower time required to charge up charm, or give a little burst of movespeed after casting it.

Morgana R grants a shield, increasing with the number of enemies tethered. E augment could activate black shields' effect immediately, acting as a cleanse. Q could have an augment for faster moving projectile, in exchange for less root time.

The Nami bubbling teammates is my favorite. Yes, opens the ability to troll your team, but so does Tahm Kench. I considered making the bubble a cleanse (since I hate CC so much), or also perhaps a small, slow heal over time.

KidnapperMorde1 votes

These are actually some of the better suggestions because they alter how you play, unlike some of these other ideas

The Spicy Crit4 votes

Power creeping at it's finest

BeatzBoyFTW3 votes

True it would be nice, but how the fk does enemy knows which kind of Augment you're using. Some people will get caught off-guard by Yasuo's returning tornado or Malphite's sudden increased E width, and that's definitely not their fault.

Need Gold 4 Tent3 votes

{quoted}

True it would be nice, but how the fk does enemy knows which kind of Augment you're using. Some people will get caught off-guard by Yasuo's returning tornado or Malphite's sudden increased E width, and that's definitely not their fault.

I guess that's part of enemy intel? You don't know what secondaries enemies take for runes either.

BeatzBoyFTW4 votes

[{quoted}](name=Need Gold 4 Tent,realm=NA,application-id=3ErqAdtq,discussion-id=A2Jutc7X,comment-id=00030000,timestamp=2018-09-13T11:38:13.940+0000)

I guess that's part of enemy intel? You don't know what secondaries enemies take for runes either.

Not knowing if Camille does extra 4 Armor Penetration from Sudden Impact.

VS

A random-ass stun from Sona's AA passive.


Take your time & read it.

Need Gold 4 Tent1 votes

{quoted}

Not knowing if Camille does extra 4 Armor Penetration from Sudden Impact.

VS

A random-ass stun from Sona's AA passive.


Take your time & read it.

Don't think those augments should be THAT strong though

BeatzBoyFTW1 votes

[{quoted}](name=Need Gold 4 Tent,realm=NA,application-id=3ErqAdtq,discussion-id=A2Jutc7X,comment-id=0003000000000000,timestamp=2018-09-13T12:31:24.442+0000)

Don't think those augments should be THAT strong though

Then you honestly need to grind more Odyssey matches, cz this augment is just the beginning.

Need Gold 4 Tent3 votes

{quoted}

Then you honestly need to grind more Odyssey matches, cz this augment is just the beginning.

My point isn't about its current state in Odyssey, I meant that if they do port this system into the actual game, the PvP augments would have to be far weaker than what you have in Odyssey.

Dark Kimzark3 votes

I like the idea... and i agree it would be probably harder to balance... but it would definitely be WAY more fun...

TwitchInMyPants3 votes

TBH if you wanted something like this I think it'd have to be in addition to the normal runes since you're doing this for every character

Maybe drop keystones as a concept but every champion has their own 3 keystones and then the basic runes/stats are shared. Like use the Paladins model but drop all the weird skill cards and focus on everyone having big personal gameplay changers that are more impactful than generalized runes that could be nerfed because another champ is better with it.

Buttèred Biscuit2 votes

What if, Riot introducing augments with the PvE game mode they're testing the waters to see if people enjoy them. If the majority of League players like augments then it's possible that Riot might try to implement them. If this becomes a reality it might be a while before they're shipped out, considering all the playtesting that would need to be done in order to make sure every champion isn't either overpowered or underpowered.

I can see this happening and I would approve of it if Riot went in this direction.

Krully2 votes

keep pve as a game mode

Revert Skarner2 votes

Thats waaay too much gameplay for me to memorize and I would swiftly stop playing entirely because I like to know what my enemy could be doing. This is still supposed to be a strategy game....

SndRC92 votes

Yea break the game sure go ahead break it*[sg-miss-fortune]*

Critmaster Garen2 votes

{quoted}

Yea break the game sure go ahead break it*[sg-miss-fortune]*

i think it would be possible to implement without being gamebreaking. it would just be a shitload of work to give every single champion a good variety of augments.

like im not talking about the broken augments like ziggs being able to spam his ult for 5 seconds, or malphite gaining ap from building health, and then additional ad from his bonus ap etc.

im talking about more simple augments, like malphite getting increased auto attack damage on enemies hit by seismic shard, or another one that adds half a second stun to an auto attack against an enemy who was hit by seismic shard, or a third one that adds splash damage behind the target that was hit by seismic shard.

the first augment would support a bruiser playstile, the second a tank playstile, the third an ap/mage playstile.

the real problem would be like i said, the massive pile of work of creating and balancing such a system. plus the burden of knowledge on the players to know how each champion could possibly augment his abilities, would be ridiculous.

however it can still work for one champion in this game imo.

Seriphym2 votes

While the augment system appears nice I, however, do not like the idea of refarming all the challenges and missions required to "open" those augment slots.

To be fair I do not like the current rune system and much preferred the old one (actually little icons you had to place in each slot) as it opened up a wider array of styles one could create for their toon.

Now if a new augment system came out that every player (new and old, beginner or experienced) had all augment slots open and available, along with every possible augment from the moment they selected that champ (no grinding for new augments or slots) then sure count me in but otherwise, it's just another crap shoot.

Catastroclysm2 votes

Every augment is uninteresting and barely feels like it makes a difference

Or

Every champ in the entire game becomes so absurdly overpowered that they can 1v5 the enemy team as long as they get the drop on them.

Pick one.

Only real way you could even make this work would be to first nerf every champ in the game incredibly hard, and have your new augments bringing them up to roughly their current power level. (Eg have Garen Q just an aa reset/damage buff, but augments can add silence/ms buff/slow cleanse/etc)

At that point though, there's not really a point.

Augmented champs are legitimately stronger than Urf champs, do you really want the game to look like that? People already complain about powercreep/damage being too high.

VoraciousX1 votes

{quoted}

Every augment is uninteresting and barely feels like it makes a difference

Or

Every champ in the entire game becomes so absurdly overpowered that they can 1v5 the enemy team as long as they get the drop on them.

Pick one.

Only real way you could even make this work would be to first nerf every champ in the game incredibly hard, and have your new augments bringing them up to roughly their current power level. (Eg have Garen Q just an aa reset/damage buff, but augments can add silence/ms buff/slow cleanse/etc)

At that point though, there's not really a point.

Augmented champs are legitimately stronger than Urf champs, do you really want the game to look like that? People already complain about powercreep/damage being too high.

I think removing runes and replacing them with augments would be a big nerf to them damage wise anyways tbh. There might still be some nerfs to be had, but I don't think it'd be super significant. Some augments are too powerful obviously(Like Jinx's having 3 rockets combined with having the fire trail behind them, but they could easily make those a 1 or the other type thing so that you couldn't make one ability so overpowered that it drowns out everything else in their kit).

ForFoxSakes1 votes

So then what'll happen is there would only be the very few augments thats obviously the best and always taken then maybe a few situational and the rest wont even be considered.

Critmaster Garen3 votes

{quoted}

So then what'll happen is there would only be the very few augments thats obviously the best and always taken then maybe a few situational and the rest wont even be considered.

not neccessarily. different augments could support different playstiles of the same champion. i have played around the idea of something very similar for garen already a while ago, should they ever rework or remove the villainy passive.

for example he could chose one passive at lvl 6 that supports a specific build

teamfight oriented/utility focused: decisive strikes silence duration is increased to 2 seconds. enemies that are crowd controlled by garen have their armor and magic resistance reduced by 20% for the duration

this would support his team utility builds like glacial augment + item 3800 or item 3143

of course with a system like this replacing runes and no glacial augment existing, this would look a bit different. maybe it could just give him a conversion of mana on items to health additionally, to make these utility items like iceborn gauntlet, righteous glory and frozen heart easier to build on him.

another passive could be

objective focused decisive strikes movement speed bonus is increased by 10%. garen gains double the courage stacks from jungle monsters. demacian justice can be cast on epic monsters and turrets for up to 800 damage.

another one could be

carry focused garen gains critical strike chance dependent on his cooldown reduction (maximum 25% crit at 40% cdr).

like a reversed essence reaver passive. dependent on the teamcomp, this wouldnt always be the optimal choice. there are situations where your team has weak engage or teamfighting, and the righteous glory build or the splitpush/jungle build works better.

ForFoxSakes2 votes

Some champs can have highly variable builds who can be tankier, more control/support based or pure damage. Bruisers and tanks are the most flexible and will have more options, but when you have assassins, mages and marksmen who purely want to do damage, one of the augment paths will usually be the right one for max damage

You see this happening in many games where champs & heroes have talent trees and there's dozens of diff combinations but 95% will use the same for optimal performance

FilDaFunk1 votes

Flats stats is the best system for runes. Allows for huge customisation/flexiblity.

True Garen5 votes

{quoted}

Flats stats is the best system for runes. Allows for huge customisation/flexiblity.

Runes Reforged was a mistake.

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