Okay, I gave it a chance... But I really don't like the new runes system.
Okay firstly I understand the idea behind the changes. I was excited to try these new things in the preseason. I always love the new things to test.
The Old runes were a terrible for new players and it made it almost impossible to play with your low level friends without making a new account. The new players are always going to get dumpstered by players with runes.. Then you hit level 30 and you are stuck with a terrible grind just to be able to play okay. Even worse you need different runes for different types of characters you get stuck being the adc guy forever because you only have adc runes. The old rune system was archaic and had plenty of downsides. including just geing stats and not being interesting.
However the New Runes System. Just doesn't have the flexibility of the old system. You have hundreds of very different champions that want very different things. The new system you are severly limited in options. The champions for which these new runes synergise with fly right to the top of the win rates. And those with little to no synergy are useless, no matter how good you are at them. Aadaptive kills any hope of hybrids. In fact hybrids trying to do two or multiple things for a team just don't work at all with the new system.
The most obvious example is
but
is as badly effected as a support jungler. There is also a similar issue for supports, who relied heavily on the rune stats for survival and effectiveness in lane. For example I like playing
support. She needs so many different things to do her job. Under the old system I ran Mage masteries (AP and Mag regen) and Tank runes (Health and CDR). Now I can only get two out of those three things I can't do all parts of my job anymore. Other champions such as
have a similiar issue (Healer masteries and tank runes) but he was strong before so isn't so bad a spot right now. A champion like
who was so strong before is now really struggling to be the werid burst damage wave clear gaudian tank he was before, trying to do lots of things none that work with whats available. Now I don't play "Bruisers" but trying to play both sides of damage dealer and tank I have heard isn't working at all compared to going all out on damage.
Under the old system I the player got to pick the exact thing I wanted for what the exact champion and play style needed. What stat do I need? I'll dial it in. Its not effects, that require my champion and thier skills to synergise with for it to be good. i don't want these flashy effects, I want to use the abilities of my champion (and my skill with them) to win me the game not the runes.
Now there is a second issue. Snowballing. Honestly 80% of my games have been complete stomps either way. Now I know you have data that says the game time is the same. I am going to believe you. But quantity of game is not quality game. Too often my games are getting completely crushed in lane, due to the opponents picking early game runes. all out towers go down and we are defending Inhibitors. If for some reason we don't surrender. Then the powerful scaleing runes kick in, the teamfighting runes kick in and our opponents cannot break through for a win. So we spend 10-20 min defending our inhibitors. That isn't fun game play even if the game time gets dragged out. We make a mistake we lose and we can only win if our opponents make a bunch of them.. and sure that happens comebacks are possible they are just not fun.