Crazy idea: Cut the number of runes in half and make them more interesting and significant

i cant move wtf··1 votes·939 views

90% of the current runes are a bunch of nickel and diming garbage that just add or subtract damage on you. But they have to be that way because you have to pick 6 out of the 49 total among all the different trees.

Name one thing that has 49 distinct varieties that don't overlap all over the place. Go ahead, I'll wait. There's about 12 human detectable colors and the rest are all derived from variations in their saturation. There's 10 unique digits in our base 10 counting system. There's 12 pitches in the commonly used equal temperament division scheme (humans can detect more but only a small percentage of people can in a meaningful way and usually requires training).

You can't justify to me that 49 is the right number of runes. Tons of overlap. No significant choices. "Scorch: Your next ability hit sets champions on fire dealing 20 - 60 (based on level) bonus magic damage after 1 second." Hats off to the design team on that one. Creativity and significance out the wazoo.

Simplify. Reduce. Of the ones left, increase their power in a non-directly damaging way. Make the choices less directly quantifiable. That will make them less of a braindead process and more of an X-factor that players can use in creative ways. There's nothing a player can do creatively with "I do 20 - 60 more damage now." That is shitty design. Evolve.

EDIT

I also think along with reducing the total number of runes that reducing the amount you pick from 6 to 3 would go a long way. If you estimate that runes account for around 30% of a champion's power in a given game then that means each rune can have about 10% power, or 1 at 15% with 2 at 7.5%, etc. With 6 you get something like 8% for a keystone and 4% for the lesser runes. That's unsatisfying IMO, hard to track in game what those 4% are really getting you, and a feelsbad experience all around.

10 Comments

Unstoppable Monk2 votes

lol you are complaining about 49 different runes being too high, old rune system had like 3 for every stat.

there's only like 4 less useful runes

i cant move wtf1 votes

Old rune system was even worse.

Warlord Rhinark1 votes

In what world does less choices = more creative customization?

You're saying creating a rune page right now is a braindead process, yet you're also saying cutting the number of them available in half and simplifying them to the point of them having only to be explained in one line isn't?

Need I remind you that you're the same guy that thinks reading 3 lines of text is a chore.

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/pwEqWgnU-runes-are-a-chore-to-do-because-theyre-too-much-reading

Sure, many of them do overlap, but not every single thing has to do something new that all the others don't.

This is how we end up with stuff like Irelia's bonus damage to shields, Aatrox's Mutilation passive and Akali's true stealth.

i cant move wtf1 votes

If you have less total runes and reduce the number of runes you can pick from 6 to say, 3, then you can make them significantly more powerful and less "just gives/reduces X amount of damage." In other words, interesting choices, not 9 different flavors of 20 - 60 damage/reduction.

Warlord Rhinark1 votes

[{quoted}](name=i cant move wtf,realm=NA,application-id=3ErqAdtq,discussion-id=dpP17z3b,comment-id=00010000,timestamp=2018-08-03T14:15:11.526+0000)

If you have less total runes and reduce the number of runes you can pick from 6 to say, 3, then you can make them significantly more powerful and less "just gives/reduces X amount of damage." In other words, interesting choices, not 9 different flavors of 20 - 60 damage/reduction.

Sure, reducing the amount you can pick from from 6 to 3 would fix this problem.

But that wasn't what you said in the original post.

Maybe add it to it?

i cant move wtf1 votes

Well just leaving the total number at 49 and changing the amount you can pick from 6 to 3 wouldn't change much IMO. If the runes remained bland and duplicates weren't factored out then the choice would still be 'meh'. But I'll take your advice and add that detail since I didn't think it was important when I wrote the OP.

Warlord Rhinark1 votes

[{quoted}](name=i cant move wtf,realm=NA,application-id=3ErqAdtq,discussion-id=dpP17z3b,comment-id=0001000000000000,timestamp=2018-08-04T00:08:08.539+0000)

Well just leaving the total number at 49 and changing the amount you can pick from 6 to 3 wouldn't change much IMO.

That wasn't what I meant either.

I meant changing the amount of runes you can pick from from 6 to 3 would fix the problem of there only being 24-25 runes now.

If the runes remained bland and duplicates weren't factored out then the choice would still be 'meh'.

Sure.

i cant move wtf1 votes

I meant changing the amount of runes you can pick from from 6 to 3 would fix the problem of there only being 24-25 runes now.

oic, my mistake.

PhDs Nuts1 votes

Maybe you should just play a trading card game and pretend the cards are runes if that's what you want to be the sole deciding factor in every match. The old rune system was much better because it was subtle. The masteries were better before they added Fervor/Thunderlord/etc too.

Remember when the best damage mastery was dealing 3% more damage and taking 1.5% more damage? Or getting like 7% armor/magic pen?

i cant move wtf1 votes

I don't want the runes to be sole deciding factor. As it stands runes make up around 30% of champions power. I'm suggesting that instead of dividing that 30% up 6 ways, you divide it 3 ways so the runes you do pick are more significant and noticeable when you use them. But if you only have 3 runes to pick from then the 49 available would be too weak to notice anything (4% + 4% + 8% = 16%) so I'm suggesting reducing and consolidating the 49 into more powerful and dramatic effects that a player will instantly be aware of when used in game and won't need a separate 'rune screen' at the end of game to evaluate. No overall power added.

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