How to make the game less kill based
This game is becoming too kill based. I don't think this is caused by champions, roles nor players. I think it's caused by (Huge surprise) how the new runes are laid out. Has anyone else noticed how many runes are based on takedowns and damage.
It is no surprise that the game is more kill based now. Runes like Ravenous, Ingenious and relentless hunter, Triumph and Presence of mind (Like anyone used it) are completely based on takedowns. Other runes such as Dark Harvest, Eyeball collector and magical footwear do not need any takedowns to complete but doing them still makes things a lot faster. It's like a small quest inside the game. Kill champions = Higher rewards.
This would be fine but there is no counter balance to this. There are no rewarding runes for taking objectives. Only rune to help with objectives is in the tank tree called demolish. This is also why the games are so short nowadays. The person killing first has even more advantage as the person he killed. Especially if the jungler helps in the kill. Then the jungler also gets the takedown reward.
Besides from takedowns the runes seem to also almost solely focus on dealing damage or killing an enemy champion. Most of the keystones are for dealing damage or killing champions. The only rune tree almost completely free from this is the inspiration tree.
My idea is to bring some runes to counter this. Instead of making the runes focus on killing champions, why don't you make some focus more on the objectives and defending the objectives. This would also make some champions such as Nunu and Ivern useful again.