Runes Reforged: Savagery & other boring choices
With the emergence of runes reforged coming later this year I think its time we take a look at some of the more boring "choices"(illusion of choice) we make in the current iteration of runes/masteries. The main one I want to examine is the usefulness of savagery in early game wave clear; so useful in fact it crowds out any real choice. The reality of savagery is that unless you are a god of cs, it feels mandatory and instead of a real decision become a checkbox.
I purpose Savagery be removed in exchange for a 3% bonus damage to minions and monsters buff to starting items in order to compensate. This could allow for some more interesting early game options to be included in the updated Runes Reforged.
Next in line would be Magic Resist and Armor. Masteries that give you more Magic resist and Armor in team fights in exchange for less one v one combat stats equals cool game play design; alternatively the Armor and Mr runes most grab on their rune pages is uninspiring. This issue of Mr and armor stats could easily be fixed through the base stats of every champ in the game. Either taking a scaling approach or through simply higher starting values of Mr and Armor on each champ.
There will always be optimal choices in the game but we can make the optimal choices a little more interesting right?
I understand some would go off the beaten path and run some interesting rune/mastery setups. From my experience I ended up going with some variation of the above more often than not.
Thoughts?