Should Masteries/Runes Simply be Removed?

Woodakoodashooda··4 votes·1,945 views

During my morning shower, I pondered to myself what it is that makes some champions so overwhelmingly oppressive. And while there are many key issues with certain offenders, I found myself thinking back on the many complaints players issued and continue to issue in regards to damage creep and, more specifically, the runes that have enabled or, at the very least, exacerbated it. I then wondered as I do now if the game would be easier to balance, more enjoyable for players, and healthier overall if runes/masteries themselves were simply removed from the game.

Continuing this line of thinking, I noticed that many champions benefit specifically from certain rune sets and that deviating from those sets adversely affects their performance. Then I wondered why champions, Runeterra's most elite who don't even number 150 out of millions, need what some might consider a crutch to help them achieve their objectives.

I also wondered how difficult it must be for Riot to revisit the subject of runes repeatedly to try and tweak them in order to achieve some sort of semblance of balance, especially when and WHEN (not when and if) certain runes are abused. And why it is that runes and masteries have undergone so many changes over the years.

It may seem like a general problem area that might be best alleviated by simply removing it altogether.

But, what are your thoughts? Should runes/masteries simply be removed? If not then what, if any, suggestions do you have in regards to the runes/masteries system?

5 Comments

DrCyanide2 votes

I prefer to think about Runes Reforged in terms of power budget. Riot wants the Runes to be impactful (particularly Keystones), but not overbearing. This makes them in-line with Passives - either passives for the champion as a whole (for Keystones) or passives added as part of an ability (for other runes).

With that mindset, I just don't see how Riot can create a balanced system where every champion gets to pick and choose 6 new passives to add to their kit while still having them maintain that impact they want. A passive that's broken on one champion will be balanced on many others. If tuned town enough, they become completely uninteresting to everyone but the abuser. We've seen this over and over again with Runes (and Keystone Masteries before them), and I doubt a good balance can be met in this regard.

I think there are a few solutions which are more manageable form a balance perspective.

  1. "Runes" could become champion specific passives. This is the Heroes of the Storm approach, where you can pick between several options for a spell/passive, all of which are balanced to that specific champion.
  • Pro - Can balance the rune without side effects for other champions
  • Con - Removes pre-game decisions, renders Rune Pages obsolete, and becomes reactive instead of planned
  • Con - Many more rune designs needed (3 for each champion means 426 new passives...)
  1. Runes could have different effects depending on the classes/stats of the champion using them. This would be similar to how you can't buy Tiamat as a Ranged champion.
  • Pro - Can target runes to specific demographics, or even give different effects to different demographics, minimizing abuse potential
  • Con - More complexity in designing a rune page (rune page may work very differently for different champions)
  1. A bit of a hybrid approach, where the runes you can pick from in pregame are determined by the champion you have locked in, but are shared between multiple champions.
  • Pro - Can "ban" individual abusers from using a rune
  • Pro - Can share runes between many champions
  • Con - Longer time before getting into game (need time for the last person to lock in champion then pick runes)
  • Con - Ruins the Rune Page design, since you have no guarantee you can share the page between multiple champions.
Jordydragneel1 votes

I love this, masteries and runes removed are heaven for for me. but i dont think it will happen, also want ignite and flash removed lol.

Warlord Rhinark1 votes

Although I will miss the old point allocation talent tree system of a few years back, it's probably for the best that it's simply removed.

Phiddy Cent1 votes

Runes are all too strong.

They are a good way to customize the champion, but just provide way too much power. They shouldn't be removed, just nerfed.

Tanerian1 votes

Would love to see th removed. That way champs can just be balanced around other champs, without having to worry about which runes break which champs.

If runes exist in any form it should be to help overcome weaknesses vs lane .matchups in the laning phase, with little value passed that.

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