@Riot -- Runes Revamped: Thoughts, Concerns, Suggestions

Chønklord··1 votes·713 views
Riot Pls: Runes Reforged and Honor Update - Nexus - League of Legends

First let me say, I really like the direction Riot is going in for the Runes and Honor system overall; I was actually in the process of writing a (VERY lengthy) post with suggestions on how to redesign the runes system, but scrapped the post due to being simply too much and too time consuming for me to invest energy into. It's nice to see that Riot actually is going in the direction that I, and many other players, were hoping for with the new rune system.

However, as an avid league player who thoroughly enjoys customizing the way I play each champion individually -- and often times making multiple niche rune pages for one champion -- I have many, many questions, concerns, and suggestions.

 




 

#Runes Reforged --- SUGGESTIONS

1. The New Rune Page Thematic and Look I know it's a WiP, but from taking a look at the new rune page screen, it really seems underwhelming and lacking any visual impact. I would like to see something similar to our current rune page "wheel", with the Keystone rune in the center of the wheel and the primary/secondary runes spread around it. You could even go fancy and make it look sort of three-dimensional and whatnot.


2. Rune Naming Schema I think you should move away from mythology based naming schemes altogether -- things like "runes", "marks", "glyphs" etc feel ancient (no pun intended) and really do not reflect the modernization of the new client and League overall. Not to mention it feels very ... unfocused, and can be confusing to new players as to what a "rune" is, et al

I suggest a new naming schema: Tokens (Runes) -- Force (Marks), Fortify (Seals), Augment (Glyphs), Enhance (Quints). Even if some or none of the original types of runes make it through the dev stage (i.e. quints becoming the "keystone"), you can still rename the new rune lines and what have you, for better clarity on what they accomplish.


3. New Rune Keystones and Rune Variations/Types It's hard to tell what is going to be done with the existing rune types and how they translate over to the new system; it's clear though that there seems to be much less emphasis on "number stat adjustments" and more on "big bold individual rune modifiers". As someone who really enjoys tweaking rune pages precisely, I hope you will find a way to bring that same level of minute tweaking with the new system, while adding even more variations on rune abilities.

Something I was in the process of writing up on my draft post for a new rune system, was the importance of increasing rune variety while also narrowing the power focus each type of rune has. For example, currently we have 9x runes of marks, glyphs and seals and 3x quints; although this seems gives a certain amount of expression in a full rune page, there actually isn't much in the way of variety given how the system is currently setup with min/max runes, and a lot of wasteful rune (gold/s, flat mana, exp, etc) -- not to mention the slew of just straight up inefficient runes like Scaling AD marks/seals.

It would behoove the rune development team to completely remove these extraneous, practically useless runes, and replace them with more varietal runes; I understand the new Rune Keystone acts as a focal point (and I assume replaces "quints" in a way), but you should still include more variety of basic rune types, while keeping their power delineated into individual runes instead of the 9x set we have now.

Example List of New Runes By Type:

  • Marks (9 Slots) Force Tokens (3 Slots)
  • 3x Attack Speed (+1.7% 5.1% AS)
  • Scaling AS -- New! (14%/lvl18)
  • 3x Flat AD (+0.95 2.84 AD)
  • 3x Scaling AD -- Upgraded! (2.43 AD/level18 14.58 AD/level18)
  • 3x Flat AP -- Changed! (Converted +3.6 AP)
  • 3x Scaling AP -- Changed! (Converted +9.18AP/level18)
  • Magic Resist (Removed)
  • Scaling MR (Removed)
  • Flat Health (Removed)
  • Scaling Health (Removed)
  • Armor (Removed)
  • 3x Precision (+1.13 Leth / +0.62 M.Pen +3.4 Leth / +1.86 M.Pen)
  • 3x Lethality (+1.60 Lethality +4.8 Lethality)
  • 3x Magic Pen (+0.87 M.Pen 2.6 M.Pen)
  • 3x Crit Chance (+0.93% 2.8% Chance)
  • 3x Crit Damage (+2.23% 6.69% Damage)
  • CDR (Removed)
  • Mana (Removed)
  • Mana/level (Removed)
  • Mana Regen (Removed)
  • Seals (9 Slots) Fortify Tokens (3 Slots)
  • 3x Flat Health (+8HP +24HP)
  • 3x Scaling Health (+24HP/lvl18 +72HP/lvl18)
  • 3x Percent Health (+0.5%HP +1.5%HP)
  • 3x Health Regen/5sec (+0.56/5s +1.68HP/5s)
  • 3x Scaling Health Regen/5sec (+1.98/5s +5.94HP/5s)
  • 3x Flat Armor (+1AR +3AR)
  • 3x Scaling Armor (+3AR/lvl18 +9AR/lvl18)
  • Attack Speed (Removed)
  • Flat AD (Removed)
  • Scaling AD (Removed)
  • Flat AP (Removed)
  • Scaling AP (Removed)
  • 3x Magic Resist -- Changed! (+4.02MR)
  • 3x Scaling MR -- Changed! (+9MR/level18)
  • Crit Chance (Removed)
  • Crit Damage (Removed)
  • CDR (Removed)
  • Mana (Removed)
  • Mana/level (Removed)
  • Mana Regen (Removed)
  • Scaling Mana Regen (Removed)
  • Energy Regen (MOVED)
  • Scaling Energy Regen (MOVED)
  • Gold / 10sec (Removed)
  • Glyphs (9 Slots) Augment Tokens (3 Slots)
  • Attack Speed (Removed)
  • Flat AD (Removed)
  • Scaling AD (Removed)
  • Flat AP (Moved)
  • Scaling AP (Moved)
  • Magic Resist (Moved)
  • Scaling MR (Moved)
  • Flat Health (Removed)
  • Scaling Health (Removed)
  • Health Regen/5sec (Removed)
  • Armor (Removed)
  • *Magic Pen (Removed)
  • Crit Chance (Removed)
  • Crit Damage (Removed)
  • 3x Flat CDR (-0.83%CD -2.5%CD)
  • 3x Scaling CDR (-1.67%CD/level18 -5.01%CD/level18)
  • 3x Mana -- Upgraded! (11.25 Mana +101 Mana)
  • 3x Scaling Mana -- Upgraded! (+25.56 Mana/level18 +213 Mana/level18)
  • 3x Mana Regen -- Upgraded! (+0.33 Mana Regen/5s +3 Mana Regen/5sec)
  • 3x Scaling Mana Regen -- Upgraded! (+1.2 Mana Regen/5s level18 +4 Mana Regen/5s level18)
  • 3x Energy -- Upgraded! (+2.2 Energy +40 Energy)
  • 3x Scaling Energy (+2.89 Energy/level18 +80 Energy/level18)
  • 3x Energy Regen -- Ugraded! (+0.63 Energy Regen/5sec +2.1 Energy Regen/5sec)
  • 3x Scaling Energy Regen -- Upgraded! (+1.15 Energy Regen/5sec level18 +4.2 Energy Regen/5sec level18)
  • Quints (3 Slots) Enhance Tokens (2 Slots)
  • 2x Life Steal (+3% LS)
  • 2x Spell Vamp (+4.2% SV)
  • 2x Move Speed (+3% MS)
  • 2x Immolate -- New! (DoT Burn Effect/5sec)
  • 2x Shred - New! (DoT 1.5AD/1sec)
  • 2x Boost Armor -- New! (Increased Armor [Flat or Scaling])
  • 2x Boost Health -- New! (Increased Health [Flat, Scaling, %, or Regen])
  • 2x Boost MR -- New! (Increased MR [Flat or Scaling])
  • 2x Boost Attack -- New! (Increased AD [Flat or Scaling])
  • 2x Boost Ability -- New! (Increased AP [Flat or Scaling])
  • 2x Boost Lethality -- New! (Increased Lethality [Flat])
  • 2x Boost Precision -- New! (Increased Precision [Flat or Scaling])
  • 2x Boost Magic Pen -- New! (Increased M.Pen [Flat])
  • 2x Boost CDR -- New! (Increased CDR [Flat or Scaling])
  • 2x Boost Crit Chance -- New! (Increased Crit Chance [%])
  • 2x Boost Crit Damage -- New! (Increased Crit Damage [%])

##Keystone Rune Ideas

  • Keystone Tokens (1 slot)
  • Overdrive (Significantly boost Movespeed % for X amount of time when X happens [WiP])
  • Goliath (Summons the Spirit of a Shogun and causes enemies in X radius to Flee for X seconds [WiP])
  • Liquid Defense (When taking X amount of burst damage, triggers a protective, fluidic sphere that negates X% of incoming damage [WiP])
  • Sonic Shock (Every X seconds, passively emits a shockwave around champion, slowing enemies for X seconds by X%, and silencing their abilities for 0.5seconds [WiP])
  • God's Armament (Passively provides extreme levels of Armor, MR and Health when X [WiP])
  • Susanoo (For every X attack over X amount of damage done, summons an ethereal sword that strikes the enemy 3 times in rapid succession, or parries 3 AAs from any source, so long as incoming damage is X amount [WiP])
  • Shadow Walk (Passive -- So long as no damage is done to enemies, allows the user to temporarily increase movespeed by X%, and provides a stealth shroud by bending light in the surrounding environment for X seconds. High Cooldown, disabled by taking damage from any source [WiP])
  • Commandment (Increases durability and damage output of nearby allied turrets within X radius [WiP])
  • Refractive Shielding (Passive -- Creates a prismatic barrier which blocks a portion of incoming projectile damage from one direction. Barrier can only mitigate X amount of damage before failing. User must not take damage for X seconds in order for the barrier to reinitialize itself [WiP])
  • Transfusion (Passive -- Every X number of spells or attacks, converts X% of champion's HP into AP(or AD) damage. Health regen is temporarily increased by X amount for X time [WiP])
  • I Will Survive (Passive -- When user is taunted, stunned, snared, rooted, or otherwise immobilized, provides 3 short bursts of HP, based on X% Bonus HP amount [WiP])

 




 

#Runes Reforged --- CONCERNS AND QUESTIONS

Concern #1 From looking at the video stills, it seems like the new system is setup this way:

[ Keystone Rune > > Greater Rune > > Rune1, Rune2, Rune3, Rune4 ]

If this is the case, then the "lesser" runes will need to have much, much more variety in order to achieve the same level of stats that we currently have. My primary concern is that by reworking the system this way, Riot ends up limiting the number of total runes per rune page and drastically reduces the unique rune builds possible, due to having only 4x "lesser runes", 1x "greater rune", and a "keystone rune".

Q: How will Riot assure us that we will have an equal or greater level of fine-tuned control over the stats of our rune pages with the new system?


Concern #2 In the video it is mentioned that "something will be in place" to reimburse/solve the issue of some (or all) runes being changed/removed; it is widely assumed this will come in the form of IP reimbursement, or something similar.

This is concerning for those players who either A. own all the champions already, and/or B. Have an extreme amount of champion shards, blue essence, orange essence, etc; simply because having such obscene amounts of these things in the loot inventory, means we literally lack for nothing when it comes to IP spending in the store. Since Runes are now completely free, we will need something better to use the existing IP on, particularly if Riot plans to reimburse rune IP costs.

Q1: How will Riot reimburse players for the complete overhaul and possible reduction/deletion of runes and/or rune pages? Q2: If IP is being refunded, and new Runes are completely free, what is Riot planning to do in order to provide more uses for players' existing IP?

 




 

#New Honor System

I really, really like the concept of the revamped honor system -- however, there seems to be one glaring concern/issue that was not addressed in the video: How will Riot handle the "demotion" of honor?.

Question 1: If a player can report other players and get them "demoted", then that type of honor system is already extremely flawed and dangerous. How will Riot tackle the demotion aspect of the new honor system?

Question 2: Like the question above in the rune section, it's nice to be able to receive more rewards/key fragments/etc by gaining honor; however, what is being done to ensure that players who already have all the champions and/or excessive amounts of blue/orange shards, and/or excessive amounts of champion shards, still have something more to look forward to from the rewards?

Question 3: Will we be able to honor enemy players?

5 Comments

Chønklord1 votes

I like how this is somehow getting downvoted without anyone even bothering to comment on the content, much less taking the time to understand it.

MelancholyYordle1 votes

I am glad "secondary runes" are being removed.

A concern I have is that they will make it level based like the current system. Which makes new players have a harder entry barrier. You cant use a Keystone until level 18, yet if you're 17 vs a level 18 you can lose based on them having a keystone and you not, even without them abusing the keystone to the fullest. Jungling is also difficult if you're using partial rune pages, typically with t2 runes as well. having full access at level 1 would be very nice, and help newer players understand the pregame system much more than spending time actively trying to level up to get another point to be relevant in game.

Chønklord1 votes

Yes all runes should be free.

Chønklord1 votes

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