[{quoted}](name=Bôôsted Bonobo,realm=NA,application-id=3ErqAdtq,discussion-id=JwT6vKs7,comment-id=0019,timestamp=2017-06-04T11:33:57.488+0000)
If you think about it, by doing that they are essentially "forcing" champions to be played a certain way;
What if you wanted to take 20% attack speed and 20% crit dmg on Tryndamere for runes? Now you are stuck with having 8.5 base AD and default AS/armor/etc.
Apply this to any champion that a player wants to have a different early game rune build with. What if you just want to go flat max CDR on Karthus, for early Q spam and shorter R cooldowns? Now you can't.
What if you want to max magic pen runes for Rumble jungle? Now you can't. You're frozen to a set default of base stats; whereas currently you can augment your base stats with runes as you see fit.
Now, the only customization choices we will have for champions are "which broken ass Keystone Rune do you want to play" -- and in many champions' cases, there's no question, because it'll be "This is the only Keystone Rune for your champ because without it they are unplayable".
this is exactly how I feel.
People have different playstyles because people are good at different things. Removing that option to use runes to boost what you are good at makes the game less complicated and ruins your "unique experience".
I hope riot realizes this before its too late, its not exactly easy to reverse back once its been moved forward.
They better have 20 different major runes for this to become interesting.
I actually like the way league is right now. Sure there are imbalances but there always will be, but it's not a bad season so far.