Unpopular opinion: My issues with Runes Reforged

Daizumi·11/14/2018, 5:56:57 PM·1 votes·817 views

Opening (skippable): When runes reforged was first announced I was skeptical at first since I became so used to the old rune system being able to adapt to my opponents game by game or choose specific runes ( CDR, attack speed etc) depending on what jungler I chose. When runes reforged was released I enjoyed it because I felt the ability to choose whatever I wanted that I thought would work with my champion ( it felt like a new game experience). In time however ( about 6 months into the season) some glaring issues became apparent such as too much damage in the game overall and after some thought here’s my take on the issue with the runes and a solution that’s been on my mind.

Problem # 1 Too many damage paths: I find it interesting that they nerfed the living mess out of damage several patches ago and yet there’s still too much damage because they didn’t address the actual issue, The combination or use of Domination and Sorcery. Having two rune pages allows too many options for adding additional damage and even allows players to stack damage on top of damage. If there’s so many damage options it doesn’t matter how much they’re nerfed unless if they’re nerfed to uselessness in which at that point why have damage runes in the first place.

Solution # 1: Eliminate the damage runes in sorcery completely and replace utility runes. I don’t know what specific runes should be for sorcery But we have resolve for sustain and defense, domination for damage, inspiration for unique abilities, and precision for attack speed. One idea is making Sorcery for movement speed options or maybe cool down / mana / energy options. That’s what I would suggest.

Problem # 2: The runes need to be reorganized so they fit based on what kind of effects they give.

I’m aware I suck at explaining so I’ll start off with a few examples. ( at the time of writing this I’m also at work so I can’t really look up anything specific. I apologize in advanced)

Example 1: in the resolve tree there are runes that gives you damage when you take down enough opponents and another rune that gives you the ability to destroy turrets when you’re split pushing or dominating your lane.

Example 2: Hail of Blades which gives the user attack speed is in the domination tree.

The rune system gives additional damage even in rune paths meant for say defense or attack speed.

Solution 2: move the runes around so that runes paths focus more on what they grant rather than “let’s just find ways for champions of this path to get damage boosts.

Conclusion: there are more issues that I believe need to be addressed and even with these changes some champions deserve damage nerfs. I find this topic unpopular because nobody has really talked about it. Lastly I’m open minded so bring out all your opinions and maybe even suggestions on different or better ways to change the Damage in runes reforged!

2 Comments

Madsin2511/14/2018, 6:12:56 PM3 votes

I mean look at phase rush, one of the best keystones in the game that can completely invalidate certain champs.

It is viewed as worthless and garbage by most players because why? You don't see the impact.(damage)

If they got rid of the damage and replaced it with utility reddit would go up in flames about "useless runes with no impact."