Price Difference for Ruins
Ok so I wanna start this off by clearing a couple things up. This isn't me b!@#%ing about having to grind for runes, or saying ruins are broken or anything like that as many have before. I've been playing since season 3 and it's something you become accustomed to (not on this account for all the stalkers out there) With that little disclaimer, let's get into the real topic, AKA why tf would i need to pay 2050 IP for energy regen runes.
First we gotta ask what's the point of runes. Why have these pre-game stats that can influence the game from the very beginning, potentially making or breaking the early game. I've only ever reached plat 2 as my highest rank so don't expect me to go in depth about this but I think theres two main purposes for ruins, to reward the player for playing actively (a prettier way to describe grinding) and to allow the player to either influence the way their champion plays either in the early game or the late game (AD scaling runes VS flat AD runes, %HP runes VS flat HP runes etc etc)
With that established it's pretty obvious why the prices for runes seem kind of steep, you're using IP which you earn by playing the game, to make the game more playable. The importance of runes and the affect they have on games can be argued but for me personally runes make or break a game. They're the difference between a 400 or an 800 stack nasus, the difference between that level 3 mid first blood, the difference between full clearing the jg or getting shamefully executed. With that being said they also provide an incentive to spend RP on champions instead of IP. It makes free to play players who don't have the time to make 1000-2000 ip a day want to spend ip on runes and buy rp for champions and maybe get their first skins.
Now ignoring all of that again the main topic of this post. Why do flat AD runes cost 520 a piece while energy regen runes cost 2050 (quints)? I can understand the reasoning behind the difference for hte most part, but it doesn't justify the insanely high price for the runes. 520 for the most fundemental of runes (armor, ad, ap, mr) and than increasing prices for more advanced benefits (%hp, gold per sec etc etc). You could also argue that this teaches newer players what runes they should prioritize first, and leaving the other ones for later in their experience (which seems like a lazy excuse to actually making a rune tutorial if that's the case). but the thing is regarding all of these issues, is that this split in runes is pointless for a lot of reasons.
Mainly, it punishes players for wanting to stray from the meta. Maybe someone want's to play max cdr urgot and Q spam all day every day. Why should they have to grind 1-2 months (depending on how much of na active player you are) to get 2, if you're lucky 3 runes. What if someone wanted to bling out GP with gold per sec runes, why should they have to grind 1-2 months to get the runes. Or maybe (Riot's favorite) a new singed main wanted to go fast to maximize the potential of one of the most frustratingly powerful champions in the game (90% mind games, 10% memes) You could argue "just buy IP boosts" (which I still think are absolutely garbage to have in a game where everything can be accessed through a pay wall anyway) but that defeats the whole purpose of runes int he first place, to reward people for actively playing the game they way they want to play it.
I guess to finish this rushed, fragmented rant off I wanna ask why do runes spike from 520 to 2050 in price? And do you plan on fixing this issue that is rarely brought up in the future (possibly making a separate currency for runes or allowing a certain selection of runes to be on sale much like skins and champions)
TLDR: Runes range from 520 to 2050 (Quints. Marks, seals and glyphs share the same problem) for no justifiable reason IN MY OPINION This punishes players who want to experiment and/or progress with a certain playstyle, regardless of the current meta.