Asking Rito: Some Clarification on what YOU want from Runes

ToBeSomebody·11/9/2017, 10:12:30 PM·6 votes·493 views

I've been reading through the boards the past few days just to get a feel for what people think is strong/weak with the changes. I know the most vocal group will often be those who are most displeased, but I've had some negative opinions of the new runes myself, many of which are echoed by parts of the community here.

However; I began to wonder about the future and where we might see League when preseason ends. It seems clear enough that there's virtually no chance of reverting the changes (I don't think they're that bad, anyway) and so whatever you meant for this update to do, you're likely just hoping to get it to that place before the 2018 season starts.

So my question is this: What is it that you want Runes Reforged to do? What is the purpose of this change? And lastly, did you not like the raw stat value that old Runes gave?

When summed up, the new rune system is just the old Mastery system with some extra tuning, at least as I see it. In removing the simple stat increase of the old Rune system, it seems to me like you're hoping for players to accommodate for the values you assign champions (through balance updates) by employing gameplay styles, tactics and strategies, rather than the simpler "Scaling HP seals for APvsAP, flat armor for APvsAD" solution that existed before.

For example: Rather than running +9 armor every game you see Talon mid, you try things such as taking Exhaust, Unsealed Spellbook and Celestial Body. Survive laning phase with a short cooldown exhaust, high health pool and low damage, then swap to ignite/teleport/etc. when your damage returns to normal. It very heavily influences the way in which you play but could theoretically work. Is this what you were going for?

2 Comments

Kai Guy11/9/2017, 10:52:08 PM1 votes

I cant speak for reds so i want to recommend that you try to keep an eye on Dev corner.

"Quick run down of how Runes Reforged changes pregame power and decision making: There are fewer runes in the new system, but their power is concentrated far more than we saw in previous Runes or Masteries. Runes are now free, and can now be changed in champ select Players that reactively select certain runes stand to gain substantial power over generic, less optimized builds This last point is one that we haven’t talked about directly too much, though it’s a core element of the design. In order to ensure that most champions get to make decisions in most of their games, we’ve spread the types of decision between options that focus on your own champion and options that care about your allies and opponents. "

https://boards.na.leagueoflegends.com/en/c/developer-corner/Vrr0vTuJ-runes-contextual-decisions-and-data-intelligence

deadlychuck11/10/2017, 7:15:47 PM1 votes

W/e their intent is for the runes. How they've been designed will result in even more significant stagnation and disparity than the old rune system. Fewer, more individually impactful, decisions have always reduced the breadth of gameplay styles and reduced experimentation of strategies.

The only way this system can work, is if it's implemented as a zero sum game. If the runes existed as optional side grades, actively exchanging one aspect of power for another, then you might see some actual degree of depth, experimentation, and player expression. That's not what it's is though. Instead it's a system that rewards players for conforming to a styles described by 1/15 mechanics, and to a far lesser extent 5/45 less impactful mechanics, even while playing two completely different champions.