A few questions about current runes
SORCERY "Empowered abilities and resource manipulation." According to this description, the sorcery path in the current system should benefit those that rely almost exclusively on their abilities and have resources to manage. This applies to many champions, not just mages, but also tanks as well, that need to use their abilities in order to CC, or in some cases, get defensive boosts that allow them to survive in the middle of the fight, so my question is, why are there only two runes in the whole path that have defensive uses? With one of them also having offensive purposes (Aery), and the other not triggering of any abilities whatsoever (nullifying orb).
RESOLVE "Durability and crowd control." Why does a rune path, supposedly created to increase durability, and to affect crowd control, has two keystones that give damage?(Granted that one of them only triggers when hard CC is applied).