For people who do not like the new Runes Reforged system.

LustrousEquinox··8 votes·1,281 views

I don't like it. Now you tell me how you feel. I would give almost anything to go back to the way it was less than a few days ago. This is abysmal.

10 Comments

Otherworldz7 votes

It just created a lot more problems than it solved, and everyone is still just going to look up common masteries for their champions and copy them. Riot said the entire point of runes reforged was to make masteries more thoughtful and unique.....

I wish Riot just got rid of the rune system but kept all the old masteries, and added some adaptive(AD, AP, Attack speed, or HP etc) early game stat bonuses based on main mastery specialization like they currently do on runes reforged.

SilvuhLining2 votes

i agree, as it is right now the system isn't that great. But imo, i like new rune system a lot more than the old one. if improved it does make runes and masteries more thoughtful and unique(imo it already kinda has). And lets be honest here no matter what they did, most people would still look up what pros use am i right or am i right? some people (probably a large portion of the playerbase) dont want to spend that time to create pages because they are casuals or what not and they just wanna play, are too tired etc. But anyways, i really like the direction they're heading with the new system but it could really use major improvements. toning down some of the runes, adding more options ( such as armor and MR and oh for the love of pizza, please bring back 1% crit) and adding more diversity. What they did was make the MASTERIES more impactful and unique but its like they completely forgot about the old RUNES portion of the game.

Tactrix2 votes

They need to get rid of crit and true dmg, both of those stats have only 1 purpose in the game, to make it unbalanced. Think about it, what is the point of have 100%+ crit? So that every time you hit someone 1/3+ of their life disappears, same thing with true damage only that one is far worse, not only is that one designed to completely crush you but it's also designed to where no armor or MR stops it at all, so they literally created them with the sole purpose of making the game unbalanced. And if you check the most OP champs in the game every single one of them has either 1 or both of these stacked in spades. I'll reference you to twitch, vayne, yasou, yi, darius, kat, zed, etc...

Kuronii Lumiira5 votes

The ability to adapt to changes and a new meta is what makes a good player good. Inability or refusal to change leads to stagnation.

Tactrix3 votes

This isn't a meta change, they broke the game, they made champs that were already too op so op that now they 1 shot regardless of how they play, and champs that were balanced completely irrelevant. Their new rune changes make tanks garbage, even if you use all of the runes for tankiness you still get shreded because of how powerful the damage runes are compared to the tank runes which makes tanks useless which in turn makes everyone else who isn't a tank get 1 shot. This isn't about adapting they flat out ruined the game.

Kuronii Lumiira2 votes

The thing is, the meta doesn't wait for any one player. The players adapt to the meta and play it to the best of their abilities. This means abusing overpowered champions/runes for success. That is the very nature of the metagame.

YoureSquiddingMe4 votes

It does not because it has no options for a number of champions. What option does a DPS AOE mage with little to no CC have? DPS AD have press the attack and lethal tempo, while burst mages have electrocute, predator, and comet, which also work for burst AD of course. Some DPS mages like Ryze and Cass have phase rush, but not every champion benefits from it and the lck of damage compared to the damage keystones is hindering them it seems from the stats. I'd like an AP option like press the attack so I don't have to spec attack speed to have good teamfight damage. There just needs to be a larger number of choices overall.

MrMnk4 votes

#Loggedoff. was fun while it lasted

crzymdscntst2 votes

It feels like a lot of assassin types got options, but then Mages got shafted.

The biggest ups for mages in the runes are: **Sorcery Tree: ** Ultimate Hat - 15% CDR on your ultimate. Manaflow Band - Sustain, pity it's on a 60 second timer so you can actually trigger it after a back or somewhere it's not relevant. It's also weighted against Ultimate Hat so, it's not really an option.

Domination Tree Ravenous Hunter - Oh look, spellvamp. Basically. 15% Spellvamp maxed out. Remember when characters broke from Spellvamp?

And that's about it. Those are the ones that look good for mages. Why didn't I include other things? Well, basically, you can break down any bonus as 2 things, extra damage, which we already had in greater supply from prior runes/masteries OR stat sticks, specifically more AP.

The benefits are negligable. Since there's been a nerf to MR across the board, mages basically are stronger overall, but they still don't have any new tools that make their job (what is their job again?) more overall cohesive. They also are squishier to a point and Assassins deal more burst, ADC deal more burst, Tanks deal more burst. Mages don't burst.

Want to break down mage burst: 30-100 (+0.2 AP) Meteor, because Aery is less damage. Cooldown 20-8 seconds (-% based on spells hit). Congratulations on that 60-70% accuracy meteor. At level 18 with 500 AP, it will deal, 200 damage... if it hits. 30-60 magic damage Scorch. Cooldown 20 seconds. 12-30 True damage Cheap Shot, while enemy is impaired.

AP max potential total from runes: Absolute Focus: 40 AP (When above 70% health. Don't get poked.) Waterwalking: 30 AP in the river. Sorcery Primary Tree: 25 AP. Eyeball Collection: 30 AP when maxed out.

Best case burst scenario: Maybe 100-200 damage. Scorch is weighted against Waterwalking.

Of course, your difference in itemization shifts that higher and sustained fights lend to more potential dps, but you don't have that time in a comparative fight.

Gathering Storm was avoided for one big reason: Games don't last that long. Scaling even 100 AP into the average ability does not lend to very noticable results. 1:1 scaling on mages is rare and you get more damage on average from Scorch, which can potentially secure last hits in some instances. If the game lasted way longer, then sure it's good, but otherwise, it lends nothing.

0racle09122 votes

I think all of the changes will be fine in the long run once things are balanced and we get used to things. Have faith, I'm sure it will all be fixed by the time the new season comes out

More from Gameplay