Runes

TheGrot··3 votes·266 views

Can someone remind me why Riot is changing these up? Did I miss the memo somewhere? Or are we just changing these for the sake of making more drastic changes?

1 Comments

TheBenchedKench1 votes

Personally I feel they should have just made runes free. The only reason I remember is "We don't want to have players choose between a champion or a rune-set." "Runes don't really provide a notice-able boost in-game"

Im not really good at this, but im going to try to break this down and state my opinion.

"We don't want to have players choose between a champion or a rune-set" First of all I agree with this, as I myself had to many times choose between getting runes or champions. However this is essentially a question of "Do you want to try your luck with another champion? Or enhance your champion's performance in game?". Also if you're really poking into this, why not just make runes free as they currently are? People might try to say "Hur dur dur this gives banned players a boost to hur dur dur" But lets be honest, not alot of league's community are banned for that long

"Runes don't provide a notice-able boost in-game." Im pretty sure he mentioned this in the video, but I might have to check back on this. First of all, the player has to decide wether they want their runes to be effective early-game, or late game. Lets give an example Yasuo Full AD +22 - Makes him stronger early game, falls off late-game. Attack Speed +27% - Provides a noticeable boost Early-game, Late game, and Mid-game, its the middle choice. Critical Damage +40% - Makes Yasuo's late game do even more absurd amounts of damage, and makes him way stronger than he should be mid-late game. Makes him struggle early game however. Do you see the trend here? Runes reflect a play-style, and wether or not they provide a notice-able boost is up to the player, and if they do provide a boost that is also up to the player on what kind of boost it is.

The reason I like runes as they are is because they provide an extra layer of customization to champions. Items are one layer of customization, for example something I've been doing for a while has been Energized Shen - item 3087 item 3094 item 3031 item 3508 item 3812 item 3006 +40% Crit Damage Runes I did this because it re-defined Shen as an assassin/bruiser type of character in the vein of Jax/Yasuo who can out-duel most people and is a pain to deal with because of split-pushing but still manages a global presence after level 6 as he can appear out of nowhere and ruin your day with a gank from base, or lane. This is an example of customization, runes are simply just an augmentation or apart of the customization process of champions, like masteries.

The way I see it, Runes should have been a big enhancement to your play style, and a way to define the way your going to play in a certain match and should reflect the player's play style and what they are going to do, or what they are best at. Masteries should be a smaller change that has a big effect and is more in the vein of a second passive or a second ability.

More from Gameplay

More by TheGrot