Runes Reforged Rant

La Bello··7 votes·2,452 views

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/64/Press_the_Attack_rune.png/revision/latest/scale-to-width-down/52?cb=20171126181645 https://vignette.wikia.nocookie.net/leagueoflegends/images/2/29/Predator_rune.png/revision/latest/scale-to-width-down/52?cb=20171126181955 https://vignette.wikia.nocookie.net/leagueoflegends/images/c/ce/Aftershock_rune.png/revision/latest/scale-to-width-down/52?cb=20180319232450 https://vignette.wikia.nocookie.net/leagueoflegends/images/a/ac/Waterwalking_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025335

All of these runes already provide additional useful effects in some way or another. the additional free damage is unnecessary bloat that leads to higher than intended numbers and skews balance (PtA makes Lucian in lane poke much higher than normal). I think the flat damage should be removed from all of these runes and just their effects should remain.Predator already gives you a ridiculous amount of movespeed. why does it ALSO need to double as bonus damage? (thats a rhetorical question. the answer quite simply is that if it didn't people literally wouldn't even consider taking it due to a lack of damage compared to other runes however if you removed all those sources of damage then predator becomes that much more viable which is what I want from this system. putting damage on runes makes runes without damage or lower damage that much harder to choose.)

https://vignette.wikia.nocookie.net/leagueoflegends/images/7/77/Cut_Down_rune.png/revision/latest/scale-to-width-down/52?cb=20171004082352

This is the only rune in its branch that actively requires you to basically already know what your opponents are playing for it to be of any use. In blindpick this rune is a absolute crapshoot because you cant see if your opponents are picking tanks or not. This unreliability should be addressed in some way other wise why pick it over the all but guaranteed mileage you will be instead getting out of Last Stand or Coup

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d5/Cheap_Shot_rune.png/revision/latest/scale-to-width-down/52?cb=20171015200242 this represents the biggest problem of putting damage on runes which is that sometimes you make system just a simple matter of min-maxing for the most damage. because the free penetrations from Sudden Imp will almost always give more damage than this rune I feel like this rune literally serves no purpose besides being a subpar option for people without capacity to make use of Sudden Imp.

https://vignette.wikia.nocookie.net/leagueoflegends/images/9/9e/Dark_Harvest_rune.png/revision/latest/scale-to-width-down/55?cb=20171126182324 Very poorly designed "win more" rune. A rune literally designed to make you snowball harder. Feels like the sole purpose of this rune is to enable cheesy "nuclear one-shot instakill" crap along with other burst harder items item 3095 item 3147 item 3087 item 3078 which isn't really healthy gameplay especially on assassins. need I even mention that its connected by the hip to jungle making it practically worthless for literally like 70% of the champool (unless you run it on ARAM/RGM but then if its being played there then its probably bar none the best rune choice and is extremely unhealthy). on a side note I also dont like it because I feel like it encourages afk farming on a jungler which is one of the most stressful things to ever have on your team. Oh also its method of application seriously cuts down even FURTHER which champions it can be properly used on.

https://vignette.wikia.nocookie.net/leagueoflegends/images/e/e5/Scorch_rune.png/revision/latest/scale-to-width-down/52?cb=20171004081728 https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d7/Summon_Aery_rune.png/revision/latest/scale-to-width-down/52?cb=20171126182228 poke harder rune as if poke champs needed any more help being oppressive in lane. This rune directly led to defensive options needing to be buffed and some mage support champs arising out of nowhere as in-lane powerhouses. more damage for the sake of more damage will deconstruct the system and turn into a simple matter of " How do I make MY character deal more damage than YOUR character" rather than "how do I construct a interesting playstyle or strategy that suits me" which is the fantasy this new system promised. I really dont feel like these runes add anything worthwhile or interesting to the game. Only problems

https://vignette.wikia.nocookie.net/leagueoflegends/images/7/75/Absolute_Focus_rune.png/revision/latest/scale-to-width-down/52?cb=20171015214450 https://vignette.wikia.nocookie.net/leagueoflegends/images/1/15/Eyeball_Collection_rune.png/revision/latest/scale-to-width-down/52?cb=20171004082252 https://vignette.wikia.nocookie.net/leagueoflegends/images/8/8c/Gathering_Storm_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025345 see above. Only used to min-max offensive stats so your ADC can have 60 free AD by lategame thanks to a myriad of AD/Ap boosters. "how do I make MY champion deal more champion than YOUR champion!". And with this happens interesting utility effects become all but irrelevant.

https://vignette.wikia.nocookie.net/leagueoflegends/images/e/e5/Arcane_Comet_rune.png/revision/latest/scale-to-width-down/52?cb=20171126182011 really boring design. just extra free poke damage? snooze. As mentioned before Im not a fan of making poke champs any more obnoxious than need be but mostly this Rune is just a crime of outright laziness and inferiority.the only champs who take this are those who can all but guarantee its damage like Lux or Lissandra. Still another side of me would like it if this was the ONLY poke rune available due to its decent amount of player interaction.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/06/Chrysalis_rune.png/revision/latest/scale-to-width-down/52?cb=20180310102632 https://vignette.wikia.nocookie.net/leagueoflegends/images/4/42/Overgrowth_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025717 more free stats. Runes should be more than just free stats. Giving such a inane amounts of stats via this system can really screw with champion balance as mentioned before but mostly as mentioned before it makes utility effects all that much harder to lock in.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0a/Electrocute_rune.png/revision/latest/scale-to-width-down/52?cb=20171126182032 Probably the WORST and I mean absolute WORSE rune ever invented because. It Doesnt introduce a meaningful or Interesting playstyle as a Keystone normally should. probably the WORST case of damage bloat ever added. Certain champions have to be completely balanced around its existence Zed. and this singular rune is often the difference between assassins 100-0ing you or you actually being able to fight back. due to this just about every assassin in the game is a slave to this rune. its SO..SOOOO bad and I hate it. It doesnt even make Assassins more meaningful to play against or healthy. It literally just gives them the ability to 3 shot you which is BEYOND lame MonkeyKing being the best example of this Rune being abused to its fullest as it moves his E>Q>R combo from 70% max hp to 100% max HP. So long as this rune exist things like Phase Rush Ekko will always be undoubtedly subpar options which goes against the entire point of Runes Reforged and kills diversity.

https://vignette.wikia.nocookie.net/leagueoflegends/images/a/a3/Grasp_of_the_Undying_rune.png/revision/latest/scale-to-width-down/52?cb=20171126182107 the real lane interaction killer right here. This rune is the death of top lane laning because while its active there is like negative incentive to trade with your opponent. playing against grasp just feels so SO shitty because not only are they garenteed to win the trade via HP swing but they also gain PERMANENT bonus stats. ITS LITERALLY A PERPETUAL PUNISHMENT FOR TRADING ONCE. BY FIGHTING SOMEONE WITH GRASP YOU RISK MAKING THE GUY STRONGER FOR THE REST OF THE GAME WTF. need I even mention that annoying funky interaction with DoT effects on minions? shoutout to Gangplank too. A champion with "weak" laning as a intended weakness pushed to A+ tier.

anyways yeah I probably missed a few but I just wanted to get this off my chest.I seriously hate these runes and wish Riot would rework/remove them already. I do actually think its worth removing some of these runes even if there is no immediate replacement for it (cough ELECTROCUTE cough) just because their impact on the game is that unhealthy.

3 Comments

BALDG1VEN BOOMER2 votes

I find it funny how ghost was nerf for the same shit predator is doing (minus the extra damage) yet they still think this keystone is fine and balanced.

It’s especially cancerous on champions like Hecarim, Olaf, Rammus etc

KICK OUT AT 22 votes

Runes/masteries before keystones were a thing never created major balance issues. Just another brainless change that should be reverted.

Teridax681 votes

The more time goes on, the more I question why we even need runes in the first place. The original purpose of the rune and mastery systems was to allow players to fine-tune their champions with the stats they'd want, in a manner items couldn't really achieve. Now, however, the rune system basically just offers item passives at level 1, while only giving out stats in fixed amounts that don't allow for any sort of fine-tuning at all. On top of that, the system at this point is static, in that every champion has one rune build that has been clearly determined to be better than the rest, so there really is no real choice generated by this system. The runes do add gameplay, but this is gameplay that has caused severe issues, mainly by adding a ton of snowballing, making certain lane interactions really unfair, and partially erasing the identity of champions by making them all do very similar things. Adding to this the fact that balancing has become even more complicated with the inclusion of this system, I strongly feel that Runes Reforged have been a failure.

I feel in the shorter term, one systemic change that could help would be to roll runes into items. Not all runes would need to be included, but whichever effects are considered worth keeping, and which don't overlap with items already, could very well be added to itemization, particularly since item diversity still doesn't feel great for most champions. This would obviously require rebalancing champions to not be deficient at level 1, but I also feel it would be an opportunity to increase starting gold. Because the number of gameplay effects in the early game would be reduced down to the player's champion, their summoner spells, plus a few consumables and a trinket, that could give significantly more opportunity for the champion themselves to be the focus of the game. With more starting gold, they'd also be able to customize their stats more, even if it still wouldn't be to the same fine degree as the previous rune system. Overall, this could also undo a lot of the power creep that's occurred in League over time, while also making balance a little easier to do with fewer systems.

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