Runes Reimagined : What if runes only gave stats?

Lil Homie busta··4 votes·1,027 views

https://image.ibb.co/kRAphe/stats.jpg

Since the pre-season, i had a strong belief that the new runes would bring balance issues to the game, including - but not only - damage creep agravation. Why?

The problem of putting accessible power behind gimmicks in a game with such big roaster of characters is that eventually, a tier list will spawn: characters who can abuse those gimmicks better end up becoming stronger than the ones who didn't have a good luck in terms of their kit matching the gimmick's mechanic. It is always unbalanced: either the effect is worth the gimmick and end up dictating the meta or the character; or the effect is worthless and has almost no impact whatsoever.

I believe that all mechanics - such as hit 3 AA's, hit 3 unique spells, stay on combat for x seconds, attack after casting a spell, etc - should only belong to champions's kit, never somewhere else. This would avoid many, many balance issues (snowball multipliers such as Legend runes). I lost the count of how many times Riot balanced champions around their runes and masteries. It's a snowball of mistakes: you make a wrong change, within a wrong context, based on a problematic mechanic.

I understand Riot's wish to make the pre-game exciting, but that might cost the fun of the game it self. Honestly, i don't think Electrocute, Kleptomancy or Conqueror will ever be true balanced. There'll be always a champion who can use a keystone/rune better than others, which will cause a situation where Riot needs to choose between:

  • Nerf the champion and let the rune as it is so others can use it, balancing champions around runes, which causes the meta to be problematic and volatile;

  • Nerf the rune and Low-nerf all champions who might wanna use it, while solving nothing, as the best abuser will still continue to abuse the rune.


My suggestion is somewhat inspired in the old rune system: Runes would only give you stats. You would be able to freely choose those stats, and each one would belong to an specific path that we can name and theme-up as the current rune paths:

Precision: [Examples]

Agility Rune: [Level 1] +% Attack Speed / [Level 2] ++% Attack Speed / [Level 3] +++% Attack Speed Vampiric Rune: [Level 1] +% Lifesteal / [Level 2] ++% Lifesteal / [Level 3] +++% Lifesteal

.

Domination:

Brutality Rune: [Level 1] + Lethalithy/Magic P. (adaptative) / [Level 2] ++ Lethalithy/Magic P. (adaptative) / [Level 3] +++ Lethalithy/Magic P. (adaptative) Relentless Rune: [Level 1] + out of combat MS / [Level 2] ++ out of combat MS / [Level 3] +++ out of combat MS

.

Resolve:

Toughness Rune: [Level 1] + Armor&MR / [Level 2] ++ Armor&MR / [Level 3] +++ Armor&MR Gigantic Rune: [Level 1] + Health / [Level 2] ++ Health / [Level 3] +++ Health

.

etc etc etc


Of course, it would be based on a point system where you have a limited amount of choices. These free stats are more boring, less cool and exciting than the flashy runes we have? Yes. But they also make the game more balanced, thus, more fun; they also are way easier to balance; and they allow you to focus more on your champion's mechanic too.

10 Comments

Pika Fox3 votes

If runes only give stats then we are back to the shitty system we used to have thats broken from day 1. Either you pick the optimal stats or youre trolling.

Giving all runes playstyle differences to get their benefit means more than 1 option is viable because it depends on how you personally play the champion or how you need to play them this match up.

Lil Homie busta3 votes

But isn't that what we have today?

How many Yasuos pick something else than Conqueror? How many Jhins pick something else than Hail of Blades? How many Katarinas pick something else than Electrocute?

That's just natural. People will always find the optimal path. The issue is when this optimal path is direct linked with some specific champion's kit (Ezreal + Klepto), while many others who would like to use this keystone are unable due to mechanical non-viability.

Pika Fox2 votes

Maybe, but other options are viable.

Jhin works just as well with comet or phase rush.

Kata can also use comet or phase.

Ez can also run comet or glacial.

None of these options are troll options because they allow the champions to spec into doing something completely different if their playstyle is different or if they need something else in a fringe matchup.

Lil Homie busta1 votes

But in the same way, before pre-season mages could choose between the default 9 Armor + 12 MR or Health per level, or in Yasuo's case, where he could choose critical chance runes or AS runes for Q cooldown.

There'll always be more than one choice, the thing is that most of the time only one will be the best (META). That didn't change with the new runes. Sure, Ez can work with comet or glacial, but those are sub-optimal, in the same way that Lucian can work sub-optimally with Electrocute.

Pika Fox1 votes

Except with stats theres no "real" choice. Just the right one and the wrong one.

Which gave more gold value for yas? AD or AS? Which helped more with last hitting? How much of each did he get in his build and how much was needed at the end?

One of the two is always correct (generally AD and arpen are the only options, and usually its just enough AD for early CS then arpen)

Lil Homie busta1 votes

[{quoted}](name=Lil Homie busta,realm=NA,application-id=3ErqAdtq,discussion-id=Ey8q9ad4,comment-id=0000000000000000,timestamp=2018-08-22T19:53:54.863+0000)

There'll always be more than one choice, the thing is that most of the time only one will be the best (META). That didn't change with the new runes. Sure, Ez can work with comet or glacial, but those are sub-optimal ("""wrong choices"""), in the same way that Lucian can work sub-optimally with Electrocute.

Pika Fox1 votes

They arent sub optimal. They are optimal for what they do, which depends on playstyle or comp. Stats only have one correct answer.

psyliker1 votes

Good and honest content getting buried and random thoughts getting popular.

ModKnightsKemplar1 votes

Gotta agree with Pika Fox here.

Now, I wouldn't fight a system that gave mostly non-damage options. I actually think it would be way healthier for the game if the vast majority of runes didn't give damage. More utility in the runes is what would lead to more distinct playstyles. The truth is, moar damage is never going to feel distinct anyway.

Choosing between hexflash and stopwatch is interesting. Choosing between attack speed and lifesteal is interesting. Choosing between penetration after you dash and extra damage to cc'd targets is not interesting.

These hidden damage options aren't fun. A good runes rework would remove most or all of them (except damage on keystones, I'm super okay with those). All hidden damage should go away. It's not fun, it's not interesting, and it doesn't provide any strategic depth. That's the cold, hard truth.

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