Did we ever talk about how Riot decided for us which runes we used to take?
What I mean is, when they did all the base stat compensation buffs for Runes Reforged, they made changes based on what they thought we should've taken based on class, not personal preference: that every AD champs only got compensation for the Marks, and similarly glyphs for AP, that all mages got a little health instead of the 9 armor, that you aren't allowed to decrease your time spent dead, health regen, crit chance, crit damage, or cdr, that no one gets any MR, and that picking any kind of defense or Dangerous Game means your damage is lowered or you get AS you likely don't need.
I liked to bring the 28% AS or 33% crit damage runes. But now bringing the Lethal Tempo usually puts you at a disadvantage against someone bringing Press the Attack, and there are no crit-based runes whatsoever.
I'm not really calling for any changes to be made based on this. But what does everyone else think? Are there things you used to do, like bring crit damage, that new runes simply don't have any replacement for?
Side note: This is a likely factor in why Zed and Talon are more annoying than they used to be. We don't even have an option to bring armor mid lane.
or
with boots,
an armor item and an MR item based on the situation, plus
because 10 times out of 9, I'm the only tank on the team so I have to build for maximum resilience over things that would have worked better for my role like
, but still let me keep the maximum cooldown rate on key abilities. It's a huge advantage when you can't rely on having a juggernaut plus a warden or tank on your team for a full frontline.