Runes need an upgrade!

I Feast Tonight··3 votes·682 views

I believe that the current runes are pretty good, however, they can really be made much better. One of each type of rune should be:

  1. +1 attack damage
  2. +0.5% attack damage (doubles at level 9)
  3. +1 attack speed
  4. +0.5% attack speed (doubles at level 9)
  5. +1% critical strike chance
  6. +1 armor penetration
  7. +0.5% armor penetration (doubles at level 9)
  8. +1 ability power
  9. +0.5% ability power (doubles at level 9)
  10. +1 magic penetration
  11. +0.5% magic penetration (doubles at level 9)
  12. +15 total health
  13. +1% total health (doubles at level 9)
  14. +1 health regeneration per 5 seconds
  15. +1 armor
  16. +0.5% armor (doubles at level 9)
  17. +1 magic resistance
  18. +0.5% magic resistance (doubles at level 9)
  19. +16 total mana
  20. +1% total mana (doubles at level 9)
  21. +1 mana regeneration per 5 seconds
  22. +0.5 second cooldown reduction
  23. +1% summoner spell cooldown reduction (doubles at level 9)
  24. +10 initial-gold
  25. +0.5 gold per 10 seconds
  26. +5 experience points from the start of the game
  27. +0.5 experience points per 20 seconds
  28. +0.5% life steal
  29. +0.5% spell vampirism
  30. +2 movement speed

The life steal, spell vampirism, and critical strike chance is measured in percentages so the runes add according to percentages, just like the items bought in the in-game store.

These different types of runes primarily focus on two main playing styles -- beginning and late-game advantages. The runes that give outright power, such as immediate attack power, or immediate defense power, gives the player a beginning-game power advantage that wanes out if the game lasts for a little while. However, the other strategy-based runes, which gives a more gradual and eventually more powerful attack or defense power, like described in number two: +0.5% attack damage, doubling at level 9; so when the ADC or assassin has 400 attack damage already and has thirty of those runes they will have gained an additional 120 attack damage increasing the damage to 520 damage, whereas number one at that time would only have made it go up to 430 attack damage. Late-game and early-game strategies are emphasized with this new rune proposition. Additionally, the categorizations of marks, seals, glyphs, and quintessences constrict a summoner's ability to target a particular trait, such as attack damage, armor, health regeneration, etc... because of the unequal strengths and types of runes available for the different categories. Also, the rune pages can be designed much more artistically without having to meet the requirements of the classifications, rather, just revealing a new rune slot and/or a new rune tier when summoners that are under thirty level up; also, it would be really interesting if the design for rune pages changed annually and for different ranks and levels.

Please remember to click the like or dislike button to the top-left of this screen.

Assisted by UltraInventor

3 Comments

ModAcademy Kayn2 votes

Isn't the reason that runes have smaller bonuses, because you they're meant to affect early game, sometimes late, not to drastically, but to allow better def or atk? And would the previous runes be buffed to these standards, and cause players starting the game to be over wiped by those occasional match ups by higher level opponents?

I Feast Tonight2 votes

My proposal of these runes is just to increase strategic diversity. As for the major difference in summoner level strength, it will actually have a smaller range than it does right now as well as make a difference in your playing style. The more you know your playing style with certain champions, the more potential you have to a point, rather than raw power.

Sukishoo1 votes

Nah, they should all just be removed. Really, runes don't do much of anything. I've been playing on a smurf a bit lately and can do the exact same with a 0/0/0 runes/masteries set that I can do with 21/9/0 and 20 full rune pages.

More from Gameplay

More by I Feast Tonight