Why is RIOT, NERFING useful RUNES instead of buffing useless ones?
They are looking at baron/elder not being meaningful enough at 40+minutes when they neutralised all laning power from mages by nerfing AERY then range champions that used COMET recently MASSIVE nerf to targeted abilities drawing AGRO from minions. Now complain why games drag out when there is not just no reward for being aggressive early but it is actually a hindrance to your laning phase to trade ealry and not take spellbook and be a flash+R bot with malz and if by chance you ever die in lane to weak ass laners+jungle gank then you change summoner to teleport and come back as if nothing happened.
Riot please look at early laning and the ability to pressure someone making mistakes or burning through mana. biggest nerf to safe laners taking SPELLBOOK would be to buff AERY and then strong laners such as syndra would organically punish the lack of damage from having a supportive KEYSTONE.
Literally, I could go into detail for hours on these Rune changes being able to provide multiple playstyles to fit your preference. and then organically they would find counters eg./ worlds META changing multiple times while people work out counters or play styles that counter/outlast what is deemed META at the start of the tournament ... (this was all in the same patch)
Honestly I can't be the only one who feels the only choice I have is what secondary I will use.
TLDR; What is the point in nerfing everything that works and gives players a new playstyle or options when it would be far easier to buff the less relevant runes and bring them up to par with the useful runes.
hurts enough as it is... and minion aggro will only work if you are nearby your minions...