Runes Reforged: Savagery & other boring choices

Zorvez·7/5/2017, 11:36:43 PM·4 votes·539 views

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?

2 Comments

JavelinJoe7/6/2017, 12:37:29 AM1 votes

Many players fall for this in a way. Thinking about it, it is just a habit. 5 bonus points of extra damage. It is not a terribly high amount, nor it is particularity useful late game. And it is a flat 5 bonus damage too. Removing it and then playing a few games to get into a habit where you can CS well enough is not too hard, it just is that many see it as a necessity in order to "boost" their farming up to a "normal" rate. It even is less effective on wave clear champions since it only applies to single target attacks and abilities, where they mostly use multi-target or AOE attacks and abilities to farm.

That being said, 3% does not even come close to a flat 5 bonus damage in equality. You would need to damage for 166.67 points in order to deal that extra 5 bonus damage points. Most early game damage does not even come close to that, some champions never really reach it until mid-late game, or even never (tanks).

And to give a reason as to why most choose savagery over the other option, it is likely because it is a small amount of movement speed, but only when out of combat. It is not designed to be used on farming champions. It is the support's, Mid's or Junglers option because they are the ones who roam the most and would utilize the buff the best. All an ADC would get is a very slight "return to lane" time decrease. Not really worth it as much as free damage is. Also, I often see players ignore that tree completely and go with something like 18-0-12 or 12-0-18.