Runes need an upgrade!
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 attack damage
- +0.5% attack damage (doubles at level 9)
- +1 attack speed
- +0.5% attack speed (doubles at level 9)
- +1% critical strike chance
- +1 armor penetration
- +0.5% armor penetration (doubles at level 9)
- +1 ability power
- +0.5% ability power (doubles at level 9)
- +1 magic penetration
- +0.5% magic penetration (doubles at level 9)
- +15 total health
- +1% total health (doubles at level 9)
- +1 health regeneration per 5 seconds
- +1 armor
- +0.5% armor (doubles at level 9)
- +1 magic resistance
- +0.5% magic resistance (doubles at level 9)
- +16 total mana
- +1% total mana (doubles at level 9)
- +1 mana regeneration per 5 seconds
- +0.5 second cooldown reduction
- +1% summoner spell cooldown reduction (doubles at level 9)
- +10 initial-gold
- +0.5 gold per 10 seconds
- +5 experience points from the start of the game
- +0.5 experience points per 20 seconds
- +0.5% life steal
- +0.5% spell vampirism
- +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.
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Assisted by UltraInventor