The state of the Jungle and Runes: New Player Friendly?
I may not be the most experienced player, but I feel my feedback can be considered reasonable, considering I am apart of the player base who is most affected.
The current jungle, while diverse and interesting, is a difficult and straining "lane" for new players. While the monster buffs and effects are easily learned and put into action, the actual performing of a clear is incredibly difficult to a large amount of champions, some still having trouble even with a leash.
http://boards.na.leagueoflegends.com/en/c/tips-tricks/x7qinmWu-season-5-jungle-how-to-do-the-clear This was a thread I posted awhile ago, asking for advice as to how to do the first jungle clear. Many, if not all, of the replies greatly encourage, if not enforce, the use of runes and masteries.
Pre-level 20 is possible the worst point to jungle, yet in systems such as team builder, it is a heavily searched (and greatly underplayed, if I might add. Takes a tad long to find a jungler as of late.) Many team layouts restrictively searching for a jungler.
As to the point of this thread, is this new player friendly? I would honestly say, no. Pre-level 20, you cannot get the runes necessary to effectively do a clear, and after level 20 is a grueling process to grind for the runes you require, often taking weeks, if not months, for those without time to dedicate. (Playing at least twice a day, sometimes going up to 4+ times a day, it still took me about 2-3 weeks to have enough IP to unlock Ahri.)
Runes are expensive, especially for their purpose at hand. You're not necessarily unlocking new content, but only making it easier to do something you should be able to do nonetheless. As stated, some champions, while not forced to, are pushed towards the jungle because it is the place where they can get the most farm at a rate where they can become useful at opportune times, common examples Include Evelynn, Udyr, and Amumu, plus many more.
Rune costs (going from the following guide (not mine): http://www.lolking.net/guides/144581)
Marks 205IPx9 (Greater Mark of Attack Damage)
Glyphs 820x6 (Greater Glyph of Cooldown Reduction) + 410x3 (Greater Glyph of Ability power) or 410x9 (Greater Glyph of Ability Power) or 205x9 (Greater Glyph of Magic Resist)
Seals 205xs9 (Greater Seal of Armor)
Quintessences 1025x3 (Greater Quintessence of Ability power)
Math wise... minimum cost (with all runes)-8,610 IP maximum cost (with all runes of set)- 14,145 IP All runes together (for all 3 possible sets)- 17,220 IP
All this, just for runes. No truly "new" content, and yet they cost an astounding amount more compared to champions.
If these were possibly bought with RP, I would have a significantly reduced reason to protest, due to there being another way to do it. The way they are set up, however, to be bought solely with IP, I am forced to grind for possibly MONTHS on end, just to be able to afford A SINGLE SET of runes, to play a single role as a champion. I am not saying they should give the option to use RP, but the fact there's only one way, and that one way is incredibly long and virtually unworth the input, there really needs to be a change. Runes give almost no new content, and yet a single rune page set combined is worth more than any hero, even on release.
This is ludicrous, and I ask Riot to take a second look at rune prices, and how to obtain them.
can both jungle without runes/full masteries