I have a request in terms of rune balancing

Kumiho Ahri··1 votes·758 views

I know this topic has been beaten to death last year but can you guys take a look at runes, especially keystone runes. From the point of the release of RR it seems like the clearly defined stages of the game (early/mid/late) got in to a chaotic state/less define due to power boost of runes. The easiest solution from my point of view would be reducing the effectivness of runes by 20%-10%. It isnt a very elegant way to handle this problem but any other way would be a lot more diffiuclt to pull of and take a long period of time to hit the sweet spot for certain values.

3 Comments

Saezio1 votes

I think that simply nerfing the offensive runes that are most picked and keep doing this until we are at a healthy state. Maybe some tank outliers too. But, the real question is, does riot want to make the game pace slower? I don't think they do. They haven't made a definite change in that direction in a very long time. Maybe removing the secondary tree entirely and keeping only the stats would be another way to go about it. Make runes less versatile, but again, riot want fast games

Kumiho Ahri1 votes

I think that simply nerfing the offensive runes that are most picked and keep doing this until we are at a healthy state. Maybe some tank outliers too.

If Riot nerfs offensive options too much people are going to start using only defensiv runes leading to many indirect nerfs and buffs. I think the rune sytem must be balanced in itself. If there are powerful offensive options there also must be powerful defensive options so If you want to decrease power accelaration over game time all runes must be nerf in there effectiveness (off and def).

But, the real question is, does riot want to make the game pace slower? I don't think they do. They haven't made a definite change in that direction in a very long time.

Yeah, your are probably right. I would have prefered if they tried it with a lot of small patches that lead towards this goal and not with one big rune rework -.-

Saezio1 votes

I would be all for buffing tank runes instead of nerfing the offensive ones. BUT only the keystones. Resolve has been a secondary rune crutch for too long, not allowing it to be viable for those it was actually designed for. Tanks.. More tank runes give damage by the patch and I don't like it.

Maybe the real solution is to remove secondary runes. They allow for too much versatility without losing out on keystones. And, at the very least, would make clear what runes are too strong/weak and be able to balance them around without having to keep in mind what primary/secondary combinations would be too good/counter intuitive.

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