Rune stats - what's the point?

Khristophoros··3 votes·292 views

I didn't like the rune stats in the first place, and the stat splits for Resolve and Precision are making it even worse.

All of the runes are potentially appealing for a wide variety of champions, so the stats that come with the tree tend to clash with a lot of users of those runes. They might synergize with other users but they will always clash with some, since the stats don't directly match the runes.

Now it's like... ok you have to take some attack speed in order to take a mana related rune like Presence of Mind, on champs like Anivia and Kassadin. That's extremely annoying. I guess the attack speed helps imperceptibly in the early game for last hitting, but that doesn't make it feel any less of a sub-optimal choice that you're forced to take alongside with the choice you really want.

The stats are baggage. They suck, no matter how you tweak them.

I mean I guess the one upside is, the stats are getting more spread out, so if I want to take Fleet Footwork on an AP champ it's not any worse than taking Precision secondary on that mage. lol

Seriously, I feel like Runes Reforged would be a lot better without these stats entirely.

2 Comments

Hauling Ashe1 votes

I don't even get the purpose of runes/masteries anyway. Why not just make champs viable on their base stats and spells alone?

Khristophoros1 votes

[{quoted}](name=Hauling Ashe,realm=NA,application-id=3ErqAdtq,discussion-id=ATW2rodH,comment-id=0000,timestamp=2018-02-12T21:53:01.510+0000)

I don't even get the purpose of runes/masteries anyway. Why not just make champs viable on their base stats and spells alone?

You get to choose additional strategy besides just your champion pick.

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