Can we get some context on the rune changes on PBE?
Approach Velocity is awkward to use, buffs make sense.
Bone Plating is obnoxious, more nerfs make sense.
Legend: Tenacity changes are kind of ???. I know it's not taken much, but it's just in a rune tree where tenacity shouldn't exist. It's gonna be in this awkward spot forever where it's so busted you have to take it, or it isn't worth the opportunity cost of losing lifesteal or AS. I assume it primarily exists for people taking precision secondary, but it still seems like tweaking it is dangerous.
Gathering Storm needs nerfs, but at the same time, there's also the question of, "why are people consistently taking a rune that provides almost no value for the first twenty-nine minutes?" The old truism was that runes and masteries were chosen for lane, because winning early was important. That mostly shouldn't have changed, so what happened? Are early game runes too weak? (Are we in a state where it's hard to buff early game because people are already squishy, and too much early game becomes undesirably explosive?) Is gathering storm too oppressive a stat difference later on, if not taken? (Honestly, stat-stick wise, it feels like it may as well be better than the fervor keystone was once you're past 20 or 30m, since you don't need to stack it and you can still have fleet beside it.) I'm starting to wonder if Gathering Storm shouldn't just be replaced outright, the more I think about it.
Sudden Impact changes are, well, sudden. Also baffling. Why the cooldown increase? I can't think of any meta champions that're abusing it particularly well, and the champions it's good on are going to be hurt really goddamn bad by the change. (Especially champs with L6 dash ults like Diana and Akali that abuse them to trade.) Isn't it mostly out-of-meta assassins that're hurt by this...?
Zombie Ward is still strong, so nerfs make sense, but it seems like something to monitor with the decreasing map vision.
Legend: Tenacity and Sudden Impact, especially, could use some context.