"Runes Reforged" isn't a rework of runes. They've been scrapped entirely.

Bârd··30 votes·1,412 views

Don't get me wrong; I like the new things from "Runes Reforged", but I don't like that people seem to think it's a replacement for runes.

It's not.

Look at what "Runes Reforged" actually does.

  1. Runes get removed.
  2. Base stats get tweaked to account for the loss of runes.
  3. Masteries get changed again.

Masteries get reworked every couple preseasons. This is not a new thing, it's just shinier this time.

Runes on live have three issues.

  • They cost too much
  • You can't edit them in champion select
  • They have bland effects

That said, those were essentially its only flaws, and all of them could be fixed.

Masteries are skill trees. If you want a keystone in a tree, you have to go all the way down that page. While Runes Reforged are not technically a skill tree, you still have to dedicate yourself to a particular "branch" in order to get something at the end, making it a similar effect.

Runes, on the other hand, are effectively a skill tree without any prerequisites. You mix and match what you want, regardless of what type of rune it is, and make a page without any structure forced on you. It's a really solid concept, but its concept was wasted because it only gave you raw stats.

It's a system that has lots of potential, but has failed due to a lack of support by the developers. It's Dominion all over again and I'm a bit upset.

17 Comments

Chermorg16 votes

From someone who's played since season 2, runes have always been the kinda elephant in the room for me. Everyone knows it's there, it's bringing the party down, nobody really wants it to stay, but nobody really says anything and just deals with it.

Runes were a very expensive way to start the game with unpredictable and random stats - not everyone's gonna look at op.gg/another site to see what someone's running, and even then very few people below Diamond would be able to tell you how much scaling they'd get off some of their runes. Runes literally turn laning into a different experience each time you're against a certain champion. And I don't think that's what they're designed to do. They were designed to allow people to customize it a little bit - but I don't think Riot ever expected the variation that came from it.

Runes are just an antiquated system that really doesn't make much sense anymore. It makes more sense to have a certain number of "points" that you can use to equitably (as in, proper ratio) up certain base stats. I know that's not exactly what the new system is, but it's a helluvalot better than before imo.

Bârd4 votes

Well, of course new runes are better designed than old runes.

The new runes are an improved version of the masteries, which were solid to begin with, where the old runes are a bad system build on a good foundation.

Chermorg3 votes

I just don't see how it's a good foundation - you have 27+3 variables that you throw into the first 10 minutes of the game that are for all intents and purposes completely random and unpredictable, making champions way too variable in early game strength.

But I never liked runes to begin with - so maybe I'm a tad biased.

Bârd3 votes

If the runes themselves were anything other than a plain old stat boost, weren't expensive, and could be edited in champ select, the rune page format would be great.

For example, I'd love it if there were runes that are trade offs.

Maybe a potency rune: +X% spell damage, -X% CDR

Maybe a rune for the reckless: +X AD/AP, -X HP

Maybe a rune for selfless healers: +X% healing output, -X% healing received

Or maybe runes that are purely positive... but require you to run another rune that is purely negative.

DrCyanide1 votes

While some trade off runes could be cool (it's certainly an underused idea in League), I don't think you could do that for every rune, and at that point there's still the problem of a generally optimal build for any champion.

You have to have a system that comes down to personal preference between two or more good options for it to really start to get varied and interesting. I think there's room for improvement with the Runes Reforged system (some choices seem too cut and dry to me), but I still think it has more potential than +X stats, -Y stats could accomplish.

Lord Desert8 votes

Theres more than just 1 problem here which needs adressing. First the comprimation to just 6 choices (7 if we count the tree bonuses) from ~60. Every choice in theory now has 10x more impact. Thus creating more extremes, ether it fits really nice or meh and that limits variety, aka "off picks"

The other thing is the limit of choice. Our runes give you the option of counteracting certain matchups and to round up build with cdr or whatever you are missing/want or even double down on something. If these "countermeasurements" and "roundups" are hidden in certain runes the rest of the tree needs to fit aswell. And thats not always the case. Want early MR vs lane matchup, 45% max cdr, Attackspeed and Ad? Nope, sr not possible... Especially Mixed/Hyrid/offroles often have this problem, because they need a variety of stats.

Flat stats are and will always be boring (except to theorycrafters like me :D), but they often are needed and you cant always make them look nice and interactive. "The Ultimate Hat" for example is basically extra cdr for your ult... This is also only a boring flat stat. But I havent seen a single complaint about that one.

I can accept both, the current and the new system, but I'm certainly not fully happy with ether. Both could still use a bit of work.

Blue Mystified3 votes

yeah, it always bothered me that they still call it runes. just call it what it is; another layer of masteries.

waiting for WoW1 votes

You get bonus stats from specializing in certain mastery trees which are comparable to old runes. The issues with runes are the massive advantages they give to experienced players who understand them in depth over newer players. They also give certain champions way too many early game advantages. Some champions don't scale as well with runes, while a champion like Pantheon will just auto win his lane by stacking full AD runes and spamming you with corrupting potion at level 2.

RIght now if you specialize in Sorcery for example you get 25 starting AP, and if you specialize in Precision you get 18% attack speed etc...

Bârd1 votes

Thing is, that was the wrong part of runes to preserve.

The thing the current runes system has going for it is its format. The runes themselves are actually pretty shit design, but they have the potential to be pretty damn cool.

I'm not saying "I want to start the game with a stat stick". I just see much more potential in the runes system than "Keep the Name".

Nefas1 votes

This is what I've been saying all along - I wish more people would get it. It is also why the whole thing about Rune Pages still costing anything made me salty when we have always had free Mastery pages.

DeadUnborn1 votes

Do you know depending on your main path you get a specific stat buff (more AD, health, attack speed)? That is the "rune part" of runes reforged XD

Danny DeVito1 votes

more clickbait special snowflake threads on these crappy forums zzz back to reddit

Håppy1 votes

wow, big brother, you sure are whiny

i cant move wtf1 votes

I think I'd prefer if each of the new runes just had a flat usage cost instead of being tied to trees like how masteries were. Then you could get 1-3 "big" runes or 5-10 smaller ones and only be limited by your creativity. That would be the best of both worlds imo.

PhDs Nuts1 votes

Riot has been really bad at naming things for the last few years.

Conturbatio1 votes

Not only that, but you can no longer run something like a 30% CDR/lvl rune page anymore, which forces a specific playstyle on the player [zombie-nunu-bummed]

ForTheCode1 votes

We could have had runes, masteries AND reforged. I'm sad that i'll lose so much customisability when they cancel runes.

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