So about runes reforged

Linna Excel··5 votes·2,209 views

From New001: https://www.youtube.com/watch?v=bY67yCaGdno

So runes and masteries are getting merged into one system.

1. I'm not sure this is how I'd go with it because if you look at riot's current set up of keystones, you've got a few must pick ones, a few niche ones, and a few champs that really don't have a great go-to keystone. So I'm going to go out on a limb and say while I think riot is half on the right track with this update, it's still going to be too generic. Here's a great example: there's 6 classes, many subclasses, and a bunch of unique champions, but there's only 3 "paths" one can take.

So I think if the system is going to work, riot really needs to make sure there are 3-4 keystones PER SUBCLASS/PLAYSTYLE.

2. I think the other problem with the system is like the current ones, there are going to be a bunch of choices, but only 1 or maybe 2 viable options for your champion class. Take Reds. Your 3 options are AD for physical damage deals, MPen for AP damage dealers, and AS for junglers. For Yellows you either get armor or HP and either flat or per level on either. Masteries have the same problem. Most ADCs either want fervor or warlords, but can't take either. AP mids are pretty much stuck with thunderlords.

So I'm going to have to ask the obvious: why not just do away with everything but the keystone? It's pretty clear that it's going to be the main choice of the pregame and everything else is pretty much going to be standardized within a month of the new seasons rolling out. Why not just delete the other crap or include a bundle of stats with each keystone? On a pragmatic view of things, that's how it's going to end up but with more work from the players to get there.

I mean realistically, there should only be 7 or so keystones. The tank one, the bruiser one, the mage one, the jungler one, the support one, the AA champ one, and the burst ADC one. All the other runes are going to be unnecessary because that keystone can give you all the stats your champ wants.

3. This is more of a missed opportunity but what I'd really like to see is more individualized options for champions, and maybe some tie in with the mastery system. I mean I'd love to ask for 3-5 champion specific keystones, but I know it's not going to happen. Still, I think if champion mastery could be tied in with runes, it'd both encourage and reward people who main champs.

This kind of ties in to my second point. There's going to be a ton of options, but realistically based on which class of champion I'm playing, there's only going to be 1 option. At the end of the day, the current system and the incoming system are going to be COMPLETE AND UTTER BULLCRAP because if I'm playing jungler, there's going to be 1 or 2 options depending if I'm a tank jungler or not. Top will probably be similar. If I'm an ADC, there's only going to be 1 or 2 paths and a bunch the ADCs will be in one path and the rest will be in the other. Same for mids. If I'm on support I'm either going to be taking the one all passive supports take, the generic one all tanks take, or the AP mid one if I'm a mage support.

So you guys are updating the system to get rid of the common complaint but are completely missing the fact that runes and masteries don't do their job: they don't allow you to do any sort of customization or decision making. I just don't get it. There's no major benefit to the players for this new system. For the most part, there's going to be 1 optimal build for your champ based on which role that champ covers and everything else is just the busywork the players have to do to get there.

You guys are giving us systems to customize our champs when in reality your "customizations" will just prove to everyone you belong in bronze when they look you up while the game is loading. I mean I don't see why the system doesn't just compare your runes to the optimal set and if there are any differences, it'll display a bronze turd award on the loading screen so your teammates will know ahead of time that they need to carry you.

I mean that's how much of an illusion of choice this system really is. You've got all these options, but at the end of the day most of them will make you worse at the game.

4. Why can't we have a system that shows us what the pros are building on that subclass/specific champion and just fill it in for us? Instead of picking stuff out, I just select my champ and the system gives me the proper selections. It'll save me time and prevent people from messing up.

At the end of the day, that's what everyone who doesn't deserve a bronze turd award will do.

Nitpick I think berserk is going to suck on everyone but the 2 champs that scale on AS and whoever has on hit effects. I mean junglers probably won't be able to use it as much as they'd like to because it'll probably be against champions only. Generally speaking, AS is considered trash for most champs when compared to things that give you bigger burst damage. Here's a great example: Vi. With her W, building AS should be viable on her in theory, but in reality she wants to max her burst because she'll get blown up if she doesn't. I mean look at the ADC class. Only some champs want more AS, mostly they want to max crits or the burst from their spells.

So we pretty much know which the worst keystone rune is already.

I hope it gets deleted.

I also hope overheal gets deleted because if your soraka is overhealing you, she's trash. Seriously, she should be reported for burning her life on a nearly full ally just so he can get a shield that expires in 3 seconds anyway. Sona wouldn't be able to take it either because that tiny shield isn't keeping her squishy but nice butt alive.

Good job riot. 2 of the keystone runes you created and wanted to show off are probably going to be trash. At least the 3rd one gives you a cute little pet thingy.

3 Comments

LiL Goddess1 votes

Along with the runes stuff being I have a ton of pages as well as runes I am interested in seeing what they do for that. As for the honor I love the idea but what is going to happen to what we have already received for that? Not that I have ever gotten a ribbon (very sad) I have over 1000 teamworks and over 600 honorable and again never saw a ribbon :-( anyway... are we just going to lose them or have you all figured something out on how to count them in the ranking in some way?

Cyan Remix1 votes

I do see and understand all of your points, but I disagree on some of them. I 100% agree that we need a lot of different keystones in order for it to live up to Riot's promise of increased customization capability, but you're assuming this isn't going to happen and we'll get stuck with only a few. I don't think that's going to happen, for a reason you mention yourself: only a few champions will realistically want to use berserker (i.e. Attack speed champions). That alone indicates (at least to me) that they're going for a large pool of different effects and keystones. Think about it. Even though runes and masteries are currently just micro-calculations, they're still quite varied in terms of their actual effects, from giving you increased hybrid penetration to empowering basic attacks in the brush. If Riot is scrapping this system, the versatility they'd go for would hopefully be on par with, if not better than, what's currently on live servers. To take your 'tank jungler vs. non-tank jungler' example, I think it's safe to say that right now thats the system we have for keystone masteries exclusively, but given that they're combining runes and masteries, the hope is that we'd see more diversity here. Again, we can't be sure this'll happen, but I think we should go in with a positive and hopeful outlook here. As you say, they currently don't do their job at all from a customization standpoint, but that doesn't necessarily mean they won't when this system comes out. Lastly, in terms of nitpicks (sorry for this super long response), Your view of Berserker was a 'too niche to be useful' type of thing. But isn't that exactly what we both agree would be ideal here? A very niche keystone, at least in my view, not only should 100% remain in the game, but is indicative of keystones spanning multiple playstyles. Who knows? Maybe someone will use it to get more Kalista spears in, or a more damage-oriented Kayle build, or even Yasuo Q's which I believe scale with attack speed as well. I do agree with your Vi point here, since Attack Speed isn't her best itemization choice, but this could encourage somebody trying it and maybe succeeding. Runeglaive Ezreal wasn't supposed to happen, but it did, and that's what this encourages, at least in my view. I hadn't thought of the Overheal on Soraka point, which is a very real concern, but hopefully Soraka players will understand how to use it, since pretty basic knowledge of Soraka should lead you to realize that abusing Overheal and suffering for it is a bad idea. However, I believe they said Overheal would be chosen by the carry, not by Soraka herself, meaning she might not have that issue because players inexperienced enough to waste health healing a healthy carry might not realize Overheal exists XD. However, when thinking of lifesteal characters like Vladimir, Aatrox, and my personal mains Ahri and Akali, the increased healing could really help them (Ahri a bit less so, but her passive would be a little more useful in trades). And I agree that Perxie is adorable :D

GiveMeUrMilk1 votes

Overheal wasnt a keystone rune. It was a greater rune.

Every crit item except IE and ER gives attack speed. Runans RFC shiv and PD all give AS so that keystone isnt as useless as you may think.

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