The Current State of Runes

Akindled Soul·5/9/2019, 3:46:59 AM·1 votes·1,194 views

So as you can imagine, I will be attempting a discussion/opinion post on the current state of Runes. Remember these are all opinions. So...let's get started.

"Is the Rune system bad at the present moment?" Well, I think so far it hasn't been very bad. What do I mean by that? I think that the Rune system makes players a bit more..."interactions" via you are forced to fight an opponent for a somewhat prolonged period than before or land skillshots better. But of course that is just what I think. However...there are more flaws in the current Rune System than I would like to notice.

Now let's get into the gritty portion of this. I will be saying my opinion on all of the Rune Paths and what seems to be the problem(s) in each one.


General: Most Rune Paths offers too much damage. Which is sort of obvious as most of the Keystone Rune is just extra damage. And within those Rune Paths is just more ways to deal damage or get more damage(Attack Damage (AD) or Ability Power (AP). Does this truly matter? Somewhat. Primarily in the early stages of the game.


Precision: With the addition of Conqueror, this is perhaps a too flexible Rune Path for the majority of the champions in terms of Keystone Runes. For some, you have Press the Attack, Lethal Tempo, Fleet Footwork, and now Conqueror. This is perhaps the most chosen Primary Path in the game just due to the fact that this provides damage and sustain all in one Rune Path. And it is unclear to me how they can change this fact.


Domination: Now this Rune Path is what I can say "balanced". This Rune Path received their "proper" nerfs and such. Making it not dominate over others as it once did. But I think in one particular tier of minor runes needs slight number changes.

Minor rune tier - Tracking (Zombie Ward, Ghost Poro, Eyeball Collection): Reducing the additional Adaptive Force you gain in total from all of these by just a "smidgen" would be good.


Sorcery: Perhaps the least changed Rune Paths, this Path is what I considered very balanced. But of course, it doesn't mean it doesn't have problems.

Celerity: Why...oh...why...For one reason or another, this minor rune has been a victim of changes in this Path for Riot. It used to be "okay" to now basically an ineffective choice for the minor runes in that same tier. Riot keeps stating they wanted to try and make this more "niche". That "niche" now makes it near worthless to anyone that isn't a champion that can build items that gives them Movement Speed, has Movement Speed boost(s) in their kit, or has some way to benefit from it. Can we please just change this in a way that isn't going to make it feel so ineffective in the game?


Resolve: The "Tank" Rune Path. Perhaps a rather underwhelming tree to say the least. Is it that bad? Thankfully not very bad. But it can use some more work. Giving this more meaningful minor runes would be a start. Maybe even give it a new Keystone Rune. That doesn't do damage preferably.

Bone Plating: There isn't much to say about this aside from the fact that it's essentially one of the only reasons why anyone would take Resolve as their Secondary Path.


Inspiration: Perhaps one of the most problematic of the Rune Paths as this Path has been nerfed quite a lot in the past patches as well as having perhaps the most changes to. From Unsealed Spellbook to many of the minor runes such as Time Warp Tonic and Perfect Timing, this Rune Path provided

Kleptomancy: You knew you would probably see this as one of the main problems of this Rune Path. You're essentially playing a game of Piñata which you just keep hitting the enemy and "hope" you get "lucky" to get the big prizes from the Kleptomancy loot pool. Why was this even considered a good idea when they clearly stated "RNG" is a bad mechanic in gameplay? For a lot of champions, it's way to rush items. And not to mention it's abused by Ranged Champions a "bit too much". I would say please redo the loot pool or even consider reworking this as this seems to come into the limelight perhaps one too many times already.


Conclusion: These opinions I stated are just some of the few problems with the current Rune system in the present moment, primarily just outliers that keeps popping up here and there. Without much else to say, the future can only tell what will be the state of this Rune System.

I hope some of you have an idea or opinion on how Riot can change the current Rune system as it's still unpolished.

[slayer-pantheon-thumbs]

@Riot: I don't believe that we heard of any news on new Keystone Runes and minor runes for a rather long time. I need to ask, are there any new ones in the works and how it would affect gameplay?

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