Why do Keystones & Runes Need Damage? PLEASE EXPLAIN FOR ALL OF US. @Meddler @Riot Balance Team

Best Ekko NA··68 votes·17,674 views

Ever since Season 7, I have not been able to comprehend why the balance team has taken the path towards adding more damage sources into the game. Nearly all of the balance problems appear to be culprit of these new "Keystones" and Runes. I usually make suggestions, but this time I'm looking for an answer. I know I'm never going to get an answer from ASK Riot because there are many questions asked, so I will post here and hopefully you can give some insight somewhere, whether here or elsewhere.

Here in this video,

https://www.youtube.com/watch?v=bY67yCaGdno

Joe stated that the new purpose was to "concentrate the power down into a more focused set of stats", why does damage have to be included into these choices? Isn't there a way to do a better job without adding damage to everything?

Previously damage was added only from the old runes with some exceptions being able to increase your damage slightly in the offense tree. Now, not only did you "compensate" champions for the lack of runes by adjusting their stats, you added AP & AD scaling Keystones, along with runes that deal damage, and then you added the stat runes back into the game. At what point does enough damage become enough?

What are you guys at Riot Games actually trying to accomplish?

Please give some feedback so we can understand. Thank you.

EDIT: Sorry for calling "New001" Joe, Meddler. Surprised no one corrected that. lol

83 Comments

jng dif victim25 votes

Nasus Q's got buffed. looks broken. lets buff Renekton to balance it . damn now he is broken. lets buff Fiora to balance it. damn she is now broken . and the circle continues ...

Dimwitt11 votes

They're scared of making defensive stats good early.

This would be my guess.

If i also had to guess their explanation as well it's probably something to the effect of early defensive stats nullifing earlygame interaction and laning which would lead to a boring product to play and watch.

BlazedAsian8 votes

It has nothing to do really do with anything you are wondering. Its more or less, ways to keep the game unbalanced as to promote certain champions, skins, etc, for the sole purpose of monetary gain at the very core. After all, its still a business.

Jerry SeinfeId7 votes

Because some champs don't really do anything other than damage.

Did you expect riot to just not give em runes?

Hot LeBlanc Yuri49 votes

Why do tank/sustain runes also give damage?

Jerry SeinfeId4 votes

[{quoted}](name=Hot LeBlanc Yuri,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=00000000,timestamp=2019-05-09T09:44:20.728+0000)

Why do tank/sustain runes also give damage?

That wasn't the question tho. They asked why runes have any damage at all.

You can't expect to ask a dumbass question and expect me te Respond as if you asked me a real question.

ArtumisPrime23 votes

Are you being deliberately obtuse, or are you honestly incapable of understanding that OP was almost certainly saying not EVERY rune needs damage and they don't need as much damage as they have?

If you had read the body of their post you would see that this was, indeed, their stance. Instead, you read only the title and decided to make sarcastic remarks based upon only that. Grow up.

SarahRenolds1 votes

not every rune does damage.... theres guardian, fleet, phase rush, unsealed spellbook, klepto, glacial augment. 6 / 20 aint too bad

ArtumisPrime1 votes

Guardian, I agree. To an extent Fleet Footwork as well, but it partially goes with what I'm about to say.

The rest of those, barring Spellbook, are just a means to dealing more damage. It's like saying that CDR does not do damage. It doesn't directly, but it facilitates damage.

Spellbook is on both sides of this. It can be used offensively, defensively, or for utility strictly.

UmbraNocte1 votes

If youre looking at it from that mentality, any stat gives you more damage. Helth and armor/mr let you stay alive in fights longer so you can deal more damage. Slows help you stick so you can do more damage. Sustain helps you stay alive so you can do more damage. Anything can be approached that way. If the issue is damaging keystones, keep it there. When you start trying to support your point using abstract ideas it turns into a cesspool of nonsensical nonsense. Not every keystone is damage focused, that is a fact. Every keystone is certatintly made to help you preform better in a fight somehow some way, but that is besides the point.

ArtumisPrime1 votes

If armor/MR/HP made you survive more than a fraction of a second longer, then I would agree with that. Those stats on their own, in the form of a singular item purchased, are useless. As an ADC, buying a Randuin's is not going to help you survive like it once did. You are just going to explode 0.2s later than you otherwise would have.

As for the rest of that, it is accurate. Slows help you stick so you can deal more damage. Sustain helps you stay in the fight longer to deal more damage. These are true statements.

Best Ekko NA1 votes

I think some damage on one or two keystones is probably fine, depending on how it's done. For instance, flat damage based on level usually can be balanced relatively painlessly and is probably the best thing to use. Once AP / AD (adaptive especially is bad but I won't go into that for now) scalings are added it promotes heavy one sided snowballing (coin-flip games). Never should a Keystone or Rune have scalings added to them because of this. From a balancing perspective, it makes the least sense over all of the other options that could be implemented.

Which runes do you think are the most used and popular? Take a look at League of Graphs and you can find the answers:

https://www.leagueofgraphs.com/champions/runes

There's some shocking information present on that site. Many people here have argued "there are a lot of runes that don't do damage!", how popular are they? Notice how the use of anything that isn't damage or sustain is non-existent. The most popular Keystones overall (from Iron and up) are:

  1. Conqueror
  2. Electrocute
  3. Summon Aery
  4. Arcane Comet

None of the other ones even show up in the list of used Keystones except Aftershock if you toggle to Plat or Diamond (meaning they are rarely used compared to the others). Notice how every single one of these Keystones are the ones that deal damage? This is precisely the problem with the system, the Keystones and Runes that deal damage tend to overshadow the ones that do not. Once again, the biggest reason of this is the scaling damage Riot added on, which makes snowballing way too powerful of a strategy.

I don't want to rant on and on, but I firmly believe Riot needs to rework most of the Keystones and some of the Runes in an effort to trim some of the damage from them. Some damage is fine as I said earlier, but scaling damage is problematic and it seems to be the main component they're adding to all of the Keystones which deal damage.

ArtumisPrime1 votes

You're preaching to the choir with a lot of this (to the point that I'm not even sure you replied to the right person.)

Scaling isn't necessarily an inherently bad thing in runes/masteries though. It is the degree to which these numbers have increased since S6 that just boggle the mind. Like 5% increased damage done to targets under 50% HP, as the strongest possible option, is not necessarily a bad thing.

When you get (I'm just gonna call them masteries) masteries that are becoming strong additional passive abilities in and of themselves, it definitely presents a problem. The game wasn't built with these things in mind, and can't really support them without damage getting very far out of hand.

I think the absolute biggest problem is RIOT's mentality and design philosophy recently. There is too much damage, and the way they try to fix anything in this game is by giving weak champions more damage, and nerfing the defensive capabilities of strong ones. The discussed Riven nerfs are the epitome of this ideal. Increasing her shield CD, while decreasing her Q CD. Buffing her damage while nerfing her defenses.

Hot LeBlanc Yuri1 votes

[slayer-jinx-unamused]

Jerry SeinfeId1 votes

[{quoted}](name=Hot LeBlanc Yuri,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=0000000000000001,timestamp=2019-05-09T14:12:52.845+0000)

[slayer-jinx-unamused]

--Disclaimer-- Keep in mind i'm making assumptions based on what they've said around tank balancing. This isn't my opinion on the matter, this is simply trying to figure out why they'd do it. I also don't have any contacts at riot so it might be flatout wrong. --Disclaimer--

1 Riot has stated tanks are easier to balance using Dmg numbers rather than defenses or utility. This most likely works the same for runes to an extent. Let's take aftershock Liss as an example: If they nerf the damage it'll become less attractive to her, but retain most of it's effectiveness on champs like Naut who doesn't rely on damage. Nerfing it's defensive stats would hurt both.

2 Some champs just need a mixture. While i personally run heavy offensive runes on singed, he's still a bruiser and needs to survive. Same goes for people who go with aftershock singed, they still need damage.

Hot LeBlanc Yuri1 votes

[zombie-brand-facepalm]

Vlada Cut1 votes

[{quoted}](name=Jerry SeinfeId,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=000000000000,timestamp=2019-05-09T10:10:47.507+0000)

That wasn't the question tho. They asked why runes have any damage at all.

You can't expect to ask a dumbass question and expect me te Respond as if you asked me a real question.

It was. ALL damage runes and keystones. INCLUDING tank keystones and runes, that also deal damage.

Jerry SeinfeId1 votes

[{quoted}](name=Vlada Cut,realm=EUNE,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=0000000000000003,timestamp=2019-05-10T20:41:20.791+0000)

It was. ALL damage runes and keystones. INCLUDING tank keystones and runes, that also deal damage.

"Why do Keystones & Runes Need Damage?"

they never specified they were talking about tank runes. Y'all assumed that and now i'm the one that's gotta burn on the stake? yeah, miss me with that.

xAcidik1 votes

[{quoted}](name=Hot LeBlanc Yuri,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=00000000,timestamp=2019-05-09T09:44:20.728+0000)

Why do tank/sustain runes also give damage?

You mean grasp? Because you'd lose every trade if you didn't have the damage. Unless you wanna buff the sustain substantially, but then it'd become a rune every champ can run, much the same as Aftershock.

Aftershock meanwhile, has very negligeble damage which I believe was just put in place to zone enemies off of you slightly when you lose your tank stats from Aftershock, and doesn't add any real damage to your combo unless you and the enemy are both extremely low, in which case they've been building Conqueror, PTA, or something else on you.

AetherArising2 votes

Shield Bash laughing in the background, continuing to make a lot of bruisers with self-shielding too op (cough Riven cough)

xAcidik2 votes

{quoted}

Shield Bash laughing in the background, continuing to make a lot of bruisers with self-shielding too op (cough Riven cough)

Riven's power has very, very little to do with Shield bash. But also, you're right, I was only looking at Keystones in my post because I was lazy.

But it has to be noted that League of Legends, in the end, is always going to be a game about which team drops more damage when it matters. This will either be accomplished through straight damage numbers, CCing the enemy team, healing your own team, shielding, picking better fights, etc. Runes that don't offer damage or means to get more damage (Glacial Augment, for example) just aren't used because of that. If Shield Nash just amplified your shields, for example think about how frustrating it would be to get a Riven (or, honestly, Sylas or Kench) down to 1 HP just for them to shield for their entire health bar, become unkillable, and flash on you.

Moonscourge2 votes

[{quoted}](name=Hot LeBlanc Yuri,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=00000000,timestamp=2019-05-09T09:44:20.728+0000)

Why do tank/sustain runes also give damage?

Because Tanks that don't do damage are not viable & impossible to balance for any game. If you never get to kill anybody you won't enjoy playing as them & if you weren't a damage threat people could just ignore you. How would you fix that? By giving them more CC? But that would just amplify damage coming from your own team, given that they can now deal it freely, which would feel less satisfying to play AGAINST.

The "just remove damage lol" mindset the boards have is bullshit.

Also doesn't change the fact that 2 of the 3 most powerful Keystones don't even have damage on them lol

Cptn Han SoloQ12 votes

I expected riot to deliever on their so loved project with what they promised, interesting choices. If u have not noticed yet, we do not have those, we just go with the champions that can best abuse the currently strongest runes/items and run with it. Ur champion can not abuse a Keystone as good as others? Well to bad for you, looks like u are not going to be viable anytime soon. [slayer-jinx-unamused]

Nadeokí5 votes

That's called Meta and people can freely choose not to play such champions, are you just mad that there's certain champions that are seen more in pro play? Cuz that should just be normal, every ranked system has preference and a meta around it..

Cptn Han SoloQ12 votes

No i do not care much for what is done in proplay, since it has no aplication in my games at all.

My problem with the runes reforged system is quite simple, if runes are strong enough to be considered relevant u get an extra source of power for urself, that is not based on ur champions kit or items in the game. Certain champions have been adjusted for years to not be nightmares, while runes where just not that important. Balancing just champions and items itself is hard.

Now runes come around. Champion A has a good kit, decent items, but has very bad rune synergy. Champion B comes along, pretty similar in strenght before runes reforged, but champion B can abuse a certain keystone better than Champion A. CHampion A will never again see the light of day unless, Champion B is gutted out of existence, Champion A is overbuffed to stupid levels so he just needs 2 sources of power to compete, or the rune Champion B can abuse is guttet. Either case u delete a champion out of the game.

Takling the champion with the best keystone is only META because it gives u a third source of power, which by riots wish has to be a relevant source, and thus will always put u above anyone who can not excess that third source. Champions that can not do that will never be relevant as long as runes reforged exists or they are overbuffed into oblivion.

Midg3t9 votes

{quoted}

That's called Meta and people can freely choose not to play such champions, are you just mad that there's certain champions that are seen more in pro play? Cuz that should just be normal, every ranked system has preference and a meta around it..

The problem is that meta champs are WAY stronger than those that are not meta. As for this

What about the current inspiration tree, I think clepto and spellbook are interesting choices

They are interesting choices, but weaker than other keystones are only usable on small number of champs.

Jerry SeinfeId2 votes

[{quoted}](name=Cptn Han SoloQ,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=00000001,timestamp=2019-05-09T10:49:38.036+0000)

I expected riot to deliever on their so loved project with what they promised, interesting choices. If u have not noticed yet, we do not have those, we just go with the champions that can best abuse the currently strongest runes/items and run with it. Ur champion can not abuse a Keystone as good as others? Well to bad for you, looks like u are not going to be viable anytime soon. [slayer-jinx-unamused]

Ah damn a reasonable comment.

I can atleast get behind this sentiment somewhat. I personally don't think runes achieved what was promised fully, but they're not as big of a failure as some make em out to be.

Technically you do have the option to play with whatever runes you want, and depending on the champ there could be multiple that work. I'm pretty sure all precision keystones (except conq) have about the same winrate for jinx for example. But at some point you'll need to conform, that point is a certain level of play. I personally still play ezreal with dark harvest, and have been since runes reforged release (rip og dark harvest), and tho i play in silver i can already feel how much easier klepto is. in general i feel like i can get away with a ton of shit tho.

But i also don't think it's actually possible at high elo. Something's always gonna be the best, and tons of people don't actually care about playstyle. only bout winning. once you reach a level where skill is incredibly close, that little bit just might tip the scales.

Cptn Han SoloQ1 votes

U kinda said it urself, we both know runes reforged didn't deliever, we just see the level of failure/success differently, which is normal since we do not have concrete data to back anything their.

Something is always gonna be the best indeed. I just think removing a whole dimension of balancing in runes will make it easier on the live design team. If a champion can only be strong based of their items and kits, everything can be balanced waaaaay easier.

Jerry SeinfeId1 votes

[{quoted}](name=Cptn Han SoloQ,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=0000000100010000,timestamp=2019-05-12T11:45:11.198+0000)

U kinda said it urself, we both know runes reforged didn't deliever, we just see the level of failure/success differently, which is normal since we do not have concrete data to back anything their.

Something is always gonna be the best indeed. I just think removing a whole dimension of balancing in runes will make it easier on the live design team. If a champion can only be strong based of their items and kits, everything can be balanced waaaaay easier.

On one hand i'd like to agree, but removing em also has drawbacks.

Certain playstyles do need runes to function properly. I think runes reforged did achieve what it promised on paper, just not in practice.

On paper you can try tons of fun wacky shit, in practice you're gonna be taking whichever works best most of the time.

Anatera5 votes

[{quoted}](name=Jerry SeinfeId,realm=EUW,application-id=3ErqAdtq,discussion-id=AmAxq0Aq,comment-id=0000,timestamp=2019-05-09T09:27:05.083+0000)

Because some champs don't really do anything other than damage.

Did you expect riot to just not give em runes?

LOL??? Have you considered that that was by design??? Not every character should be able to do everything. Jesus christ, is that obvious or what?

Jerry SeinfeId2 votes

{quoted}

LOL??? Have you considered that that was by design??? Not every character should be able to do everything. Jesus christ, is that obvious or what?

could you please point out to me where exactly i said it wasn't by design? Where did i say some champions just happened to not have anything but damage by accident? every single thing about every single champion is by design in the end because the game doesn't just generate a new fucking character once in a while.

All i said was that they also need runes. Jesus fuckin christ ain't that obvious?

TacoComes5 votes

I don’t understand why you are mad about runes having runes do damage. Are you annoyed that 9-5 zed is one shotting u? Everyone has access to runes and there are defensive runes. (Not couning keystones) Only precision, domination, and sorcery grant dmg in runes, but thats because the damage dealers on your team will use them. The precisions runes dont even have that many runes that grant dmg only the row on the bottom. Assassins, mages, Marksmen, and even fighters are gonna want damage to punish their lane opponents for their mistakes.

At what point does enough damage become enough? Really ur gonna use that argument. They buff AND nerf runes. An extra 5 damage to scorch isnt gonna effect it that much it was already weak as fuck after they nerfed it last time. Scorch has only been nerfed since its release and no one is picking cheap shot because its so niche. Are you annoyed that cheat shot got a 2 dmg buff early game? Really? That argument makes no sense. They arent constantly buffing damage runes thy are nerfing them too. All people have to is complain about the game and they get upvotes.

xAcidik2 votes

{quoted}

I don’t understand why you are mad about runes having runes do damage. Are you annoyed that 9-5 zed is one shotting u? Everyone has access to runes and there are defensive runes. (Not couning keystones) Only precision, domination, and sorcery grant dmg in runes, but thats because the damage dealers on your team will use them. The precisions runes dont even have that many runes that grant dmg only the row on the bottom. Assassins, mages, Marksmen, and even fighters are gonna want damage to punish their lane opponents for their mistakes.

At what point does enough damage become enough? Really ur gonna use that argument. They buff AND nerf runes. An extra 5 damage to scorch isnt gonna effect it that much it was already weak as fuck after they nerfed it last time. Scorch has only been nerfed since its release and no one is picking cheap shot because its so niche. Are you annoyed that cheat shot got a 2 dmg buff early game? Really? That argument makes no sense. They arent constantly buffing damage runes thy are nerfing them too. All people have to is complain about the game and they get upvotes.

Preach it baby

KICK OUT AT 23 votes

There was nothing wrong with old runes, keystones and runes reforged have caused nonstop balance issues since s6.

BLIGHTBRINGER2 votes

I really wished we got something more unique. Like in the very early concepts for the Inspiration Path you see the direction being taken from the theme of Planets...

Imagine having a Rune that can create a Portal that upon entering, enters you into a different dimension where your allies, your enemies can't see or target you and you are portaled to a different part of the map at the end of the duration.

I don't know, I just want something more interesting, all the Runes offer really is: here's free damage if you want it.

Nadeokí2 votes

What about the current inspiration tree, I think clepto and spellbook are interesting choices

ArtumisPrime2 votes

Spellbook, I agree...but what is interesting about hitting someone and getting RNG rewards?

HollowMimic1 votes

{quoted}

Spellbook, I agree...but what is interesting about hitting someone and getting RNG rewards?

I don't like RNG as well but you get a standard extra gold amount each time you hit 'em and sth extra to compensate loss of damage :P Seriously, the RNG rewards are exciting without being OP (except for the skill point potion I'd say), since it varies what you get each time.

ArtumisPrime1 votes

Whereas I disagree with those rewards being exciting, I can see how someone could feel that way. However, exciting does not mean interesting.

HollowMimic1 votes

{quoted}

Whereas I disagree with those rewards being exciting, I can see how someone could feel that way. However, exciting does not mean interesting.

I see. That was mb. The "exciting" that I was referring to was to the RNG factor, of not knowing what u'll get each time. They can make more interesting potions/rewards as well :)

421inPortland1 votes

{quoted}

What about the current inspiration tree, I think clepto and spellbook are interesting choices They arre but most in the tree aarent worth taking since u have to give up more utility in other paths.

Nadeokí1 votes

The problem is that you ask that question with negative preset. Let me ask you this, why not? Some champions scale too hard into lategame so you take specific runes for counterplay (Gathering storm) Certain Adc champions have a passive that increases damage over time the more you attack which greatly synergizes with other runes (PTA on Tristana)

I don't really see a problem with that. I wasn't around when it was "different" or "better" like you try to state but can you give some valid reasoning, an example maybe of a rune that is beyond broken and thus needs a nerf (just because of damage stats)?

ArtumisPrime8 votes

Google some of the old Masteries (like S2, 3, 4) and look at the difference in power between those and current day Runes Reforged. The difference is staggering.

In S2 offense tree, for example...the FINAL (most powerful in most cases) mastery gave

Effects Increases damage dealt against targets below 20/35/50% health by 5%.

As opposed to literally ANY offensive keystone, which will be more like a 30-50% damage increase.

This has contributed significantly to the rise in power across the board, and reduced TTKs in this game. There are definitely other factors, like bigger and better items, increased penetration options, lowered defenses, etc. etc. But runes reforged is, by far and away, the biggest differential between then and now.

Flashes3 votes

{quoted}

Google some of the old Masteries (like S2, 3, 4) and look at the difference in power between those and current day Runes Reforged. The difference is staggering.

In S2 offense tree, for example...the FINAL (most powerful in most cases) mastery gave

Effects Increases damage dealt against targets below 20/35/50% health by 5%.

As opposed to literally ANY offensive keystone, which will be more like a 30-50% damage increase.

This has contributed significantly to the rise in power across the board, and reduced TTKs in this game. There are definitely other factors, like bigger and better items, increased penetration options, lowered defenses, etc. etc. But runes reforged is, by far and away, the biggest differential between then and now.

Coup de Grace was 7% + adaptive bonus on takedowns, and is being changed into/is right now 8% to targets less than 40% health.

Isn't it insane how powercreep works in the runes?

Ackelope1 votes

As opposed to literally ANY offensive keystone, which will be more like a 30-50% damage increase.

I don't necessarily disagree with what you're saying overall in your post, but this specific point has gotta be WAY off target. The runes which consistently deal the most damage on champions that are focused on dealing damage, I'd say that's gonna be arcane comet most of the time, no way it ever passes around a 10-12% damage increase, and that's being quite generous. It's harder to estimate the damage increase with a rune like conqueror, since the game doesn't show you much you've gotten out of the bonus adaptive stats from it, but I'd say it comes closest to being the contender that will have the highest damage increase, and I doubt it even reaches 30-50%, there's no way in hell the other keystone runes do either.

If we had a better way to quantify it, I'd love to check the damage increase overall for conqueror users, but as it is, go play a game as a mage and after the game, calculate your damage done with and without the keystone you took, and find me a value that even begins to approach the 30-50% you mentioned here. I'm not saying it's impossible, and I could totally be wrong, but all of the games I've checked in my own match history and a friend's have stayed well away from even the 30% mark.

ArtumisPrime2 votes

I suppose the way I worded that was very unclear. At the time of making the statement, I was thinking specifically about Electrocute and its 40% AD ratio. Players who trade around it will get a damage increase roughly equivalent to 50% of their AD, but not a 40-50% increase in damage overall.

What I should have said is it's like getting another ability with a 30-50% ratio.

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