Runes and Changes Please Riot consider my thoughts! :D
Hey guys I just wanted your thoughts about Runes cost efficiency, runes to remove or update, or adding new runes! (THIS IS NOT GONNA BE SHORT T-T SORRY ABOUT THIS!)
:P I personally only have 3 things I want to address about runes.
1.) The unneeded runes.
Personally I feel like their are runes that don't even make sense to use, or have any impacting playmaking ability. I'll never use Greater Quintessence of Revival (tier 3), now I don't know what champ needs them or what level of player but why are they here? I don't think it makes any sense to have them in Utility and don't offer diverse or interesting playmaking, honestly riot what do you plan to do with them? Remove them like the summoner spell revival? Buff them so it can make for interesting play making experience? I would also like to point out Energy runes, all these runes are hardly used or impactful in the game, damage I think takes a much more important priority over them and these runes are also not needed because you have the option of a blue, or the option to use abilities that give back energy as well. Energy runes are also very expensive considering their benefits, Greater Glyph of Energy gives 2.2 energy for 820 IP, 9x820= 7,380 ip almost the cost of a new champ honestly too expensive and out-shined by just being able to get a blue in game :/
2.) Cost of runes
Some runes are just overly pricey for what they bring to the table and I can understand why some of them can be or are very strong, like Greater Quintessence of Ability power, or Spell Vamp. But what I would like to ask is it cost 2050 for 2% Spell vamp quints, The only champs that I can see being overpowered with strong spell vamp is Akali, Vlad, and Jax or Morgana, but considering that aoe spells reduce spell vamp to 33% the quints just don't suit that many champs nor are that impactful since you get all the spell vamp in the items you get in game(like if you buy WOTA), and considering damage is more important than healing. 3 of those quints cost 6,150ip almost enough for a new champ, they are honestly too expensive either reduce the cost or buff them, they have very little impact on champs that already get enough spell vamps from in game items. And Mana runes, after you moved up extra mana in the utility tree and moved mana regen per second down the mana tree, what is the point of mana runes? The Greater Mark of Scaling Mana gives 1.17 mana per level and 21.06 at 18. 9x21.06=189 extra mana, but you already gave 75 mana level 1 to the mages that need it. This runes also cost 410 ip 9x410= 3690ip that could get a new champ, honestly these runes don't bring much that the utility tree already brings, making the runes inefficient due to the time it takes to build them up.
3.) New Runes Please for the love of god give us new runes, and I really want to see new cost efficient mana regen runes since you have gutted mana and its regen ability through items in the game, and in the Utility tree. I also really wanna see more runes for jungling that gives buffs to champions that still suffer in the jungle. Balance reasons yes I know it is difficult but why not make a smite reduction quints or Jungle Armor to buff the mages that can jungle but suffer.
So Guys those are just some ideas I have floating around and they may be completely off! But give ideas and comments let me know what you think, and how you want to improve runes! :D THANKS FOR YOUR TIME!
