I have a request in terms of rune balancing
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.