Rune strategy feels limited
I remember when they were promoting the rune rework, they touted the new system for its customizability and how players can make unique choices to cater to their own playstyle. Honestly though, when I think about it, it feels like most of the runes and your choices simply revolve around
Make X champion do MORE DAMAGE. (pick the damage runes that synergize best with your picked champion)
it feels like 3/4 of the runes are just, DAMAGE in one way or another. Even the vision runes have DAMAGE slapped on to them now. The most interesting runes imo are the ones that don't simply increase damage. Runes like glacial augment, unsealed spellbook, predator, hex flash, dematerializer, approach velocity, overheal, nimbus cloak, demolish. These are the fun and interesting runes that add more flavor to the game. Not just simply, DAMAGE.
I rarely pick these runes; however, because it feels like you're kneecapping yourself for a fun rune instead of just picking whatever DAMAGE rune synergizes best with your champion and is just a flat power buff, worded differently.
honestly the entire rune system feels pretty cookiecutter at this point. I basically pick the same runes on a particular champion every time I play them, because the best rune synergy for a given champion is usually pretty obvious. The most choice/strategy I feel that comes from runes is the recent mini-runes. For example, if I'm rammus i'm probably gonna take 2x armor and attack speed. If i'm vs. zed/talon, I take armor (possibly 2x armor). If i'm vs Leblanc, I take MR.
funny how the most strategy from runes is actually a mini version of the old rune system.
The reason why I say these 3 are because there starting spells give them defensive stats at the start of the match.
Does not count because his spell you wouldn't normally pick at level 1, and his defensive stats he gets from his W are a joke. The spell does not even last long to notice, and you normally use his w to engage or to escape, plus