Runes reforged is garbage and creates more problems than it can ever solve.

ExternalLink·4/12/2018, 12:57:21 AM·13 votes·6,503 views

A major reason for damage currently being so high? Runes reforged. Kleptomancy? Cancer Commencing Stopwatch? BS, needed to be nerfed multiple times. Just another Gimmick. Future's Market? Lowkey overpowered Relentless Hunter/Magical Footwear? Yay, more movement speed creep. Adaptive AD/AP? Thank you for locking me into stats that I might not have wanted, so much for player/skill expression. Second Wind/ Bone Plating? Thanks for making tanks even safer/stronger than they already are early game. So much for weak early in return for scaling. Electrocute? Because thunderlords was sooo balanced. Fleet of footwork? Aids. Sorcery? Great, now damaging utility abilities pack just as much of a punch as straight damaging abilities. Conquerers? Wow, it took half a year for Bruisers to get a rune that worked for them, and it still isn't even as good as the old Fervor. (Although Keystones had similar problems to runes reforged).

Literally the only good thing about Runes Reforged is that you no longer have to pay for it. Outside of that, it's just enabled for even greater damage/mobility creep, and the choices honestly aren't even meaningful. The original Rune/Mastery system back in season 4 was more expressive.

28 Comments

RiotRiot MapleNectar4/12/2018, 4:05:25 AM22 votes

Reframing this so that a player, or a rioter could even begin to approach this as a topic would probably do you good. As it is right now there is a lot of opinion stated as facts. Saying your opening up a conversation is extremely disengenous if you take even a tiny look at the tone used here.

Hethalean4/12/2018, 1:00:12 AM8 votes

Do you have an indepth analysis of the stats now vs the stats with the previous masteries + runes? Are you just complaining for the sake of complaining? It isn't like the old masteries didn't have balance issues where you could just list them out and yell 'BS! OP! CANCER!'

Ratpie4/12/2018, 1:03:34 AM7 votes

This is something that should have been tested a lot before implemented. This season has been the least fun. Biggest gap between meta champs and non-meta as well as smallest pool of those meta champs. Redoing runes was fine, but they probably shoudl have done it piece by piece instead of something something so drastic.

ExternalLink4/12/2018, 1:08:29 AM2 votes

Forgot to mention Mana-flow band. Because obviously the reason for Mages having such a resource bar in the first place was so that it's downsides could be invalidated with a single Mastery, right?

Häxel4/12/2018, 5:33:22 PM2 votes

I love how yous tate that before all was better as a fact while in reality masterys also needed to be removed, balanced, reworked or completly updated as a whole. Like we nearly got every second year a new masterysystem. And runes got never touched (beside the lethalatychange) cause they were balanced around the strongest and people bought for them. In the early years of league were far more runes like even event runes and in the end many were so hard to balance that 80% of the runes got hold weak so the majority of the players focused on the 20% good runes aka no need to balance.

That not only was a bad system but also runes just added stats and nothing more. That runes reforged eneds to be balanced is quite normal considering everything needs to be balanced in league: Items, champions, even sometimes summoner spells or minions/junglemonsters and their timers, how much gold they give or exp.