Asking Rito: Some Clarification on what YOU want from Runes
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?