There is a huge disparity in how much benefit certain champions get from new runes.

YoureSquiddingMe·11/10/2017, 2:19:07 PM·5 votes·286 views

It's pretty ironic when People think the new runes are significantly less diverse than runes and masteries isn't it? I'm finding a number of champions where literally nothing I can choose looks good to me. Too many of them are champion specific and there are so few choices compared to the sheer amount of combinations you could get with runes/masteries.

Let's take mages for example. I really don't see anything I like on Karthus for a damage oriented build. Can't take comet because you don't have a slow or CC ability to reliably hit it without making a much larger cooldown and mana investment(using W then Q) than other champions, I don't think phase rush helps me much for obvious reasons, electrocute, dark harvest and predator don't either. This mean I'm stuck going inspiration sorcery and have pretty much no other option(can't go precision secondary because it gives attack speed). Unsealed book would be great if revive was still in the game to bring back revive/tp/zhonya/ga karthus where you have to die like 7 times to be out of a fight, but I think you'll only get a very very small use out of it switching from barrier/exhaust/tp maybe once in the game to transition out of laning. If glacial were on spell hit as well it would be absolutely fantastic, but karthus, uh, generally doesn't AA past laning at all, and ROA is generally better than GLP in my opinion so item activates aren't going to get built to much either. The only things I really like on Karth are stopwatch and ultimate hat. I'd say Gathering storm, but games are too snowbally for it to be worth anything.

Meanwhile, anyone with an ability that even so much as slows is dominating with comet. It's absolutely too strong on long range mages like Lux, Vel, and similar champions. The problem is you're basically putting champion abilities into runes, so with the tiny number of runes there are, of course you can't make something for everyone. We really need another keystone in every category, or more raw stats, and at least one or two more rows in each tree so instead of a meager 6 runes, we can get 8 or even 10. I'd like closer to 12 actually. I don't care how much you weaken the effects of what's currently out there to do it.

1 Comments

deadlychuck11/10/2017, 5:31:55 PM1 votes

The problem is you're basically putting champion abilities into runes, so with the tiny number of runes there are, of course you can't make something for everyone. We really need another keystone in every category,

Correction, with this method, we're going to need about 100 more keystones, because as you said, they're effectively putting champion skills onto out of game power mechanics. They were kinda doing this with the old keystones, but a significant portion of the out of game power was still raw stats which didn't discriminate.

How this always ends up working, is that the less non-discriminatory power options you give players, the fewer ways there are which you can effectively play the game while using that system. This kind of "we're going to reduce then number of choices you make, but keep them equally impactful as a whole", always ends up this way. You can't reasonably retain the power disparity between using optimal builds and ineffective builds, then reduce the number of optimal builds, without completely screwing over a significant portion of those who use the system.