Switch new runes to the old runes and masteries. Here's why.
Runes Reforged are way more unhealthy than the old runes and masteries were, because they are focused on one and one only thing. Damage. Unlikely of the old runes & masteries, new runes give no utility like the old ones did and the difference between them is roughly just in the animation they have. One will go with the black lightning strike while some other will go as a shockwave, or maybe a comet falling from the enemy while all of them doing the same thing. Deal damage Let's take a quick look.
Precision: Press The Attack - Gives increased damage after 3 basic attacks for six seconds. Lethal Tempo - Gives attack speed Fleet Footwork - Gives brief healing and movement speed Conqueror - Gives bonus damage while some of it is converted to true damage
Domination: Electrocute: Hitting an enemy champion with 3 different attacks / abilities deals bonus damage Predator: Gives temporary movement speed that converts to damage Dark Harvest: Stackable rune that provides damage Hail of Blades: Removes the Attack Speed cap, deals 3 damage quickly
Sorcery: Summon Aery: Shields allied / deals damage to an enemy champion Arcane Comet: After damaging an enemy with spell sends out a comet that deals damage Phase rush: Gives movement speed after 3 different abilities / attacks are applied to the enemy ( combining with other runes from sorcery gives Phase Rush damage stats )
Resolve: Grasp of Undying: Deals bonus damage, heals, increases permanent HP Aftershock: CC'ing an enemy in any sort deals damage after 2.5 seconds, gives armor/mr Guardian: Gives shield to you and your teammate and movement speed for 1.5 seconds.
Inspiration: Glacial Augmentation: Slows with basic attacks, active items make a freeze ray that slows Kleptomancy: Gives random item / 5 gold for basic attacking an enemy champion Unsealed spellbook: Gives a temporary, one use summoner spell
As you may have noticed, the word damage is repeating quite a lot of times except in Inspiration tree that i haven't seen anyone use for a while now. These are only keystones that deal damage while of course, there is plenty of other normal runes that provides some sort of damage wether it's in a form of an attack speed, life steal, true damage while CC'd, more damage while an enemy on low HP and more. This is one of the MAIN reasons why the games are too snowbally and unhealthy. Riot, if you ever even read this post, i hope you'll not take it that easily. Old runes and masteries were good as they were and making them free and reverted back to the original state would be favorable for everyone. Adding new sorts of keystones and masteries in the game on those OLD runes and masteries is absolutely fine and i believe even better. We all like refreshments here and there sometimes. Reverting everything to as it was back in season 5 is not an easy job, but if you love your job, love this game, and love when you see two kids talking about it on the street how one made a penta with Darius or Karthus' ult, you'll take this advice in a serious consideration. Also, if you feel like some champions like Ahri, Zoe, needs to be buffed in any sort of way, please, don't add true damage to them. True damage should be for juggernauts only and by them i mean Darius and Garen particularly. If you feel like someone is weak, giving them some direct or indirect buffs without giving them true damage in their kit is a good thing. That way the enemy will need to be strategic about him but not frustrated cause that champion can delete squishies or tanks. Bruisers should get something in their itemization exclusively for them only so they can deal with tanks and not get slaughtered like they used to get for the past 2 seasons excluding this one. Make your game an enjoyable enviroment once again and i promise you, Toxicity issue, Community being frustrated as it is right now, they will all come back to their place and come back to this game with enjoyment.