How does Runes Reforged actually incorporate Runes instead of being just another Masteries system?

Vhan8765··7 votes·463 views

Thinking about it, how does the new rune system actually incorporate the old rune system at all?

Most runes really helped in the early game; additional AD for better last hits, armor for easier jungle clears, slight gold runes for supports, etc. Sure there were some scaling runes but mostly runes helped for the early game.

Thinking about the new system though, I realized there are pretty much no early game rune that help in the same way the old runes did; in fact, a good portion of the runes don't even take effect until after 10 minutes.

So ultimately, how is this new system reworking runes at all instead of just being another update to the Masteries system? I'm sure I'm missing some vital information here, I haven't done as much studying on this all as much as I probably should be, but baseline seems to be that LoL's early game is gonna be taking a few hits from the changes?

4 Comments

hhaavviikk3 votes

it's just masteries reforged with runes removed to be completely frank

Aragøn2 votes

I've been studying the new runes a lot and I would definitely agree. They apparently add a lot more choice - which is kind of true - to the mastery system seeing as though there are 2 more trees.

But the problem is the inability to fine-tune ones gameplay, as you could with old runes.

In my opinion the new runes should have a slider system or similar for changes to certain base stats, like Regen, Gold, XP, Pen, Armour etc. That way, one is able to fine-tune their gameplay experience to suit themselves.

Khristophoros1 votes

I think the idea is your runes should matter throughout the whole game.

I agree that there's not enough in there to customize our early game, especially because of how undertuned Iron Skin and Mirror Shell are.

Meep Man1 votes

Precision gives additional attack speed. Domination gives additional ability power or attack damage, adaptive. Sorcery also gives additional ability power or attack damage, adaptive. Resolve gives additional health. Inspiration is strange and gives increased potion duration plus whatever set bonus your secondary would normally give you.

Most people haven't realized this yet it seems. Once you pick a second path, you get additional stats based on your primary path. Given it combined isn't as much as the stats given by old runes, but they are also modifying base stats when needed. Plus, I wouldn't mind a shift in power from the early game to the late game.

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