Why Runes Should Be Removed

StigtriX·5/25/2017, 11:32:09 AM·11 votes·1,232 views

http://imgur.com/657jN3u

Runes... We all have them, and we all use them, but are they really an important part of League of Legends that add meaningful decision-making and above all: are they fun?

The main problem with runes, as I see it, is that you do not really feel the impact of them unless you do not have them. This is a big design flaw, both when it comes to the acquisition of runes, and when it comes to the impact your runes have in a game. The way runes work today, a new player will be at a huge disadvantage. Riot Games tried to even it out by making Tier 2 runes as good as free, but it does not remove the problem - it only makes it less visible. The problem is that you do not have access to the runes at all in the start, and when you do, they are not as good as the ones players who have played for a while have access to - so what is the point of different tiers? You make it seem like the runes have an importance, then when players hit level 20, they have to go through the boring grind to get viable Tier 3 runes. It feels like a bad joke, and does not translate to fun. This is not a cheap FREE TO PLAY mobile game, so please avoid such obnoxious features. It is the very reason why some friends I tried to get into League of Legends quit. When you have full access to every gameplay advantage in both DOTA II and Heroes of the Storm from the start, it feels extremely unfair and archaic that League of Legends' runes still are intact.

It does not only concern new players or unfairness though. Removing runes would make it easier to balance champions, and would make room for more creative mastery choices and items. Masteries, as opposed to runes, feel like real progress because you can truly feel the impact of your choices in a match, and a lot of the choices have unique animations or effects that are visible. Most items also have a discernible impact, especially the ones with active properties.

I am fully aware that some will argue that runes open up for fun builds and experimentation, but please consider that the very same fun and experimentation can be done through masteries and items. I do not want this to have an outcome that leads to less experimentation. I want this to lead to a more streamlined approach that at the same time opens up for more interesting masteries and items, and easier balancing for Riot Games. Some examples for solutions (remember that runes no longer exist when these examples are presented):

  • Make champions scale in such a way that masteries and items affect them more
  • You can still play AP Miss Forunte, Rengar etc., but the items and your masteries are now essential for this playstyle to be viable
  • Restructure item building so that there are more items to buy for a build. This way, the progress is more appealing
  • For AD items with a considerable gold cost at the end, you can buy Long Sword to lower the final gold cost. For AP items: Amplifying Tome

TL;DR: Runes are unfair and you do not feel the impact unless you do not have them. There are more fun and interesting ways to experiment through new masteries and items. Make League of Legends more accessible, but do not lose the depth.

Please add your thoughts and ideas, but do keep it civil! :)

40 Comments

Very Hard Engage5/25/2017, 12:32:10 PM3 votes

runes and masteries were meant to give every champion a feel of uniqueness or variability to builds or potential / usability.

shame they dont do that at all.

they legit just enable what they already do.

no amount of tank stats will make veigar win lane, no amount of armor will help you survive range vs melee in the top lane, and building early MR just crushes any mage in the early-mid game.

oSEXYPLATYPUSo5/25/2017, 3:06:58 PM2 votes

I have argued that the removal of runes and masteries would make the game easier to balance... cuz after those two factors are gone you just balance champs base and scaling stats and item stats

Quil Evrything5/25/2017, 1:03:11 PM2 votes

The main problem with runes, as I see it, is that you do not really feel the impact of them unless you do not have them.

You're using them wrong.

The mistake most people make, is that they stupidly just shove a whole bunch of random ones in 3 at a time. that is pretty much garbage useless.

what you have to do is go for the min/max, as they say in some games.

If your champ benefits from AD... go FULL AD. If your champ gets special bonuses from armor.. go (almost) ALL armor. and so on. For example: when I jungle with xin or irelia... I go FULL attackspeed. 41%. That lets me start with 1 pot and a control ward. and I dont even usually need the 1 pot.

Similarly, it is essential for teemo jungle. If I go FULL attack speed runes.. his clear is awesome. (because of the on-hit health bonus from machete) Without them.... garbage.

RookPusher5/25/2017, 4:25:32 PM2 votes

The main problem I have with them is there's an ideal arrangement, and sub-ideal arrangement_s_. The "s" is important there. You can only be best 1 way. So why have them? It's essentially a balance-adjuster and it's not great.

Sukishoo5/25/2017, 6:01:37 PM2 votes

If they ever removed them, they'd better refund that IP spent on the runes and that RP spent on the pages XD

Duchess Katarina5/25/2017, 1:18:15 PM2 votes

I mean runes are supposed to get you through the weakness of early game.

Sasogwa5/25/2017, 12:38:00 PM2 votes

{quoted} Make League of Legends more accessible, but do not lose the depth.

If we can implement a system that does that when removing runes, then I'm all in with you. As you probably suspect, I'm one of the people that love playing with slightly different setups (I love taking scaling armor/mr/cdr runes and I have a fun crit damage page). We would have to get meaningful choices, not necessarily only in build variants (AP vs AD, bursty vs dps, sustainy vs tanky) but maybe also in pure scaling (powerful/safe early VS greedy lategame scaling^^)

FiddlesOnTheRoof5/25/2017, 6:48:16 PM2 votes

I would be very surprised if runes are still around come season 10.

La Belle Sauvage5/25/2017, 1:29:00 PM1 votes

This is a well argued post, kudos! However, I love setting up rune pages ect, I'd hate to lose that part of the game.

Also I've worked extremely hard to buy the runes I have and the extra pages as well. It would feel like a huge waste of my effort if they remove them.

4th Chiming Lamb5/25/2017, 12:19:59 PM1 votes

They said something in an AskRiot a few weeks ago about changing runes up, maybe making them consumable in-game was one thing they mentioned. I think...

Jorencice5/25/2017, 12:33:46 PM1 votes

Your freinds quit because of runes... That's stupid.

They are really over exaggerated in power.

Someone on the forum hit diamond 1 with t1 runes and a simple AP/AD page

Teridax685/25/2017, 12:59:09 PM1 votes

I largely agree with this, and I also question the potential for runes as a system to truly offer experimentation. It's a known fact that most rune setups have common fixtures, such as AD reds on AD champions, flat MR blues on mid laners, and flat armor yellows on practically everyone, so the end result is that customization via runes mostly happens at higher levels of play, and isn't that appreciable to most. Meanwhile, for most players it's a barrier to entry and a chore to run through during pregame lobbies. In a game state where Riot would sooner mangle their own update to the ban system than extend lobby times, runes present too many costs for not that much benefit. If players truly want more stat variation when entering games, a better solution would be to simply increase starting gold and let players pick raw stats from early items.

Parallel Paradóx5/25/2017, 11:51:58 AM1 votes

I feel like runes are just another mechanic to try and get to you to play League longer. I would love to see a better/new mechanic for Runes that aren't so IP heavy. I'm sitting here thinking: "What would I want to replace runes with? I already have masteries" all I can think of is maybe a personal rune system. Simply put: The more you play your champion the more you will unlock for that said champion in way of minor stat changes, instead of just outright buying runes with IP.

I would agree with this post. I would love to see an update for the runes some how without affecting the depth and ability to experiment with different stats changes!

Azure Hamster5/25/2017, 2:16:23 PM1 votes

I do use two sets of runes/masteries for Garen. One is tank and CDR, the other is health, regen and damage. But it's true that there aren't that many champs I use multiple sets of runes with. I look forward to seeing how they mess with this system.

Caitlyn

Volphi5/25/2017, 3:17:41 PM1 votes

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Chønklord5/25/2017, 6:05:14 PM1 votes

I like runes tho.