Discussion on the New Runes and how it can improve
So there's the problem of the lackluster amount of Blue Essence we are getting right now, but thats a whole another problem in its own and needs its own thread. I'm hoping things are fixed by the time season starts.
What i wanna talk about right now is the New Runes system. I actually am loving the idea behind the system and the direction they are trying to take Runes. However after a few days of playing, i think its been obvious to everyone that there are some things that the new system could really do better in and some things it could really add back( give us 1% crit back rito pls).
From my understanding, the reason Riot chose to revamp the runes system was to give runes and masteries more impact in the game and be meaningful and unique while encouraging various types of playstyles even with a single champion. They wanted it to be something that affected how u played the champion and the game and put together a strategy to use the runes to the champions' strengths. And let me say, i love that idea and i think that it is something they should do. Before, masteries had very negligible and little impact besides the keystone and Runes were just stat dumps that were most effective in early game and negligible later( with the exception of cdr). While i think the previous system was ok, it really wasn't anything special. The new Runes system has the potential to really add a little more strategy into the game, bring some interesting elements and introduce some pretty new playstyles, which can keep the game fresh even for one tricks by giving them new ways to play the same champs and what not. However, It really needs improving and that is what Preseason is for right? So I just wanted to give my two cents and give some constructive feedback on the new Runes system.
First off, the pros:
The new Runes system does bring more impact to the game than before; each rune has its purpose and the effects of it are evident in the game unlike the old masteries(beside the keystone).
Another thing i really enjoyed about the new Runes system was that it added more unique types of runes into the game that effected the game in an interesting way. My favorite so far is Kleptomancy. The bonus gold is is really nice but looting those consumables was really satisfying ( i mean, free wards!!). Ghost poro is cool, manaflow band was needed and future's market is a godsend. Those are just a few examples that i really found useful and unique.
And one more thing i liked, while i think this needs more work, is how it can change up playstyles and even improve champions. Ez was the worst adc in the game before, so much so he moved to the jungle(and doing well there, like wtf?). however, with Kleptomancy and future's market, he is becoming really viable again. Being able to hit his mid game power spike earlier in the game has really been huge for him( not to mention those sweet consumables. can we just have 1% crit as a consumable rito? pls?).
Now for the cons:
while it does feel like the mastery system was redone, the old runes were just completely forgotten. This just feels like a mastery revamp while dumping the runes. Previously Runes were helpful early game. It gave us the extra armor or MR we needed to survive trades more and gave a little AP, AD, Lethality, Magic Pen to start off with. While i do like that Riot is trying to make Runes be impactful for the entire game and not just early game, they completely forgot about the beneficial early game advantages that old runes gave. Those stats were actually pretty helpful(9 armor and 12 MR early game made a big difference), and now they are but lost and if we want something similar, we have to go down a tree thats not really worth going down(going down the resolve tree as an adc to grab that +5 armor or mr? not worth).
Another thing is that some Runes have added too much impact onto the game and others are underwhelming and have no reason to ever see any use. I understand that adding impact to the game through runes was one of Riot's main goals with this but there is such a thing as too much. The ones that have an high impact have made this game more about the dmg/ effects that automatically occur with the Runes than about actually and skillfully utilizing those runes to impact the game and thus a little portion of the strategy element is taken out. This is preseason and i get that things will become more balanced out in the later weeks but i still want to address that a lot of the keystones/runes have too big of an impact in the game, mainly in the damage department and others dont seem to be very useful at all.
-The Runes have added a huge amount of Damage into the
game. And because of that, a lot of strategy behind what to
use when has been completely taken out, and its become
about using the most op one of them. Keystones such as
Dark Harvest and Press the Attack increases damage you can
deal by a little too much. The one shot potential from Dark
Harvest is pretty nuts. Also, i was able to win and
dominate multiple lanes that i should have had a hard time
with with press the attack as vayne because me and my supp
just did that much damage to them. As a vayne main, this is
really satsifying to do but at the same time it's pretty
nuts. it almost feels wrong to win lane against hard counters
that hard so consistently(i said almost). And lethal tempo is
pretty nuts on kog and trist btw.
-Some Runes are also very underwhelming and others beside it
outclass it. Fleet Footwork is supposed to be Warlord's
Bloodlust, but because the healing has been changed from
percentage and into flat ( which isn't very much) its
almost never worth taking it over press the attack or lethal
tempo. The healing is just so weak. And Unsealed spellboook
doesn't seem to like it should be a greater rune. Its very
situational and while cool, not worth a spot on the greater
rune slot. and some runes like Fleet Footwork, presence of
mind, taste of blood are just so outclassed by the other
runes beside it, most of the time its not worth taking it over
one of the other two. Also the sorcery tree overall just seems
to be lacking, the numbers are too low for many of the runes
compared to the domination or precision tree.
One more thing is the playstyles and diversity offered among these runes. Like i said earlier, this really needs more work imo. While im really glad to see that Riot is trying to make an effort to diversify and change up playstyles of a champ a little, right now its just lacking. The new system does offer a few new playstyles and changes things up a little bit but i think it can do a lot better. The new runes lets u customize your champions far less than the old rune system let you to be honest. So in that sense its actually been very limiting and not very customizable. not only that some of the runes/ keystones are too situational to worth filling a spot on your page. we only have six slots for runes so while taking some of them woulda been nice, they were too situational and really wasn't worth wasting a slot in. Things like hextech flashtraption, minion dematerializer, approach velocity, waterwalking, iron skin, mirror shell etc. they are nice to have in the game i guess, but to me, really not worth wasting one of six slots on.
So after looking at some pros and cons of this system i'd like to just offer some suggestions and i encourage that anyone who reads this do the same. Just remember this is preseason and things are obviously crazy and busted rn
So for my suggestions, i'd like to suggest a few things:
Riot, keep going on the right direction. Runes being unique, interesting and decently impactful is wonderful and imo brings something fresh and new to the game. There are various possibilities in regards to playstyle differences that can be created with the new system if done right.
From what i can see a lot of the overpowered keystones/runes and a lot of the underpowered ones can be fixed by simply tweaking some numbers around.
- For example, Increasing Fleet Footwork's healing or
reverting it back to the old bloodlust stats, could make it worth
taking it over the other two. Or slightly increasing the AD and AP
on gathering storm could make it worth taking it over, say
manaflow band, scorch etc. Or increasing the dmg done on
arcane comet, since its not high.( side note: if we are going to
call it a comet can the animation change to look like it is
actually coming down from the sky, kinda like thunderlords
decree except with a comet. Other wise, it really just should be
called arcane vomit :/) celerity, might need a buff too, numbers
are lacking imo.
- And then there are ones like dark harvest, press the attack,
maybe sudden impact that offer too much damage. if their
numbers were tweaked ever so slightly they wouldn't be
as OP as they are now.
Also i'd like to see resistance stats offered in more trees than just the resolve. What this system has done was revamped and improved the mastery system but completely neglected the runes side of things (even though its now called Runes). And i think that can easily be done by providing those stats as the bonus stats for a class. i don't think the bonus stats right now are really all that much.
In the future, upcoming patches, i believe more runes and an option to go down one more tree should be added. Right now i believe that while this new system is heading in the right direction, there aren't as many options to customize as i thought there'd be. Even the old Runes had more customizability. As you tweak numbers around with the existing runes, more should be added to give us more options which truly lets just change up play styles. as of right now, it feels like the Runes really locks you into one or two specific playstyles and doesn't allow any other to exist. There are very clear paths to take which are obviously stronger than others. This makes sense though, there should be paths which optimize each champions strengths but there should also be ones that allow for a different approach to the champion. Right now the stronger paths seem to be so much stronger and others feel extremely weak. So in that sense, i feel like i'm being locked down to one setup because using the other one doesn't seem viable. And i think we could really use more runes. only being able to take six out of sixty runes feels a little limiting. More unique playstyles could arise if one more rune was added to each different rune line( with the exception of the greater runes). having four choices to take for one slot would be great. Or maybe even increase the amount of Runes we are allowed to take or add one more seperate tree(Something like four from one tree, two from another, and one more from another tree). that would really give some awesome customizability to the system and add variety and create that diversity of playstyles even among the same champion.
another reason i want more runes is that some runes right now, like hextech flashtraption, or unsealed spellbook or waterwalking or celerity would be really cool to have but they are just so underwhelming that i wouldn't want to waste one of my six slots on them. And they feel too specific for the amount of runes we have. If we are going to only stick to 60 runes. i think some of the runes could really be a little more general and not very specific. However, with more runes it'd be great to have such specific and situational ones. and if you could add more runes and give us one or two more slots than that'd be awesome.
I also wanna add this great feedback that a summoner by the name of Tortunga gave about a few things: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/AW6jrkoY-some-general-runes-feedback
TL;DR The new Runes can really improve and one way to do it is by buffing/nerfing some runes and adding more options and runes to increase variety and encourage diversity.
So those are my opinions and suggestions on the new Rune system as a whole. What do you guys think? Anyone agree with me? anyone disagree? what do u agree/disagree with me and why? Should we just go back to the old system or would improving this new one be much better? What are you thoughts? i'd like to hear what everyone has to say. So guys and gals, lets talk about it and maybe Riot will consider some of this.