Runes and what failed

Theseus85·11/7/2016, 7:47:40 PM·1 votes·526 views

The failure in runes have been in a few articles lately and they talk about how the min-max has made runes obsolete and don't create diversity. Though I agree with the statement my real problem with runes is the cost. I have done the math and with an average of 84 ip a game (50% win rate) you would have to play 4700 games to get all the runes thats 70,000 hours + of game play... Yes, I know you don't need all the runes, hell depending on your role/champ pool diversity you hardly need more than 3 rune pages, but we are talking about why it failed to create diversity. If you are playing different modes other than just summoners rift 5v5 or twisted treelike 3v3 you can use different runes and have fun with the use of them. ARAMs for example you reach 18 fairly quick so maybe scaling would be beneficial or doombots maybe respawning faster maybe helpful, but we will never know because you can't buy them. The cost is so absorbingly high that no one even bothers. If in the future they decide to change runes I really hope they make it where you can at least obtain them all within a reasonable time frame. So people can truly use them because without the chance to use them you have 0 chance for diversity.

3 Comments

Primaquarius11/7/2016, 7:58:53 PM1 votes

Imo, 4 rune pages suffice:

  • AD (physical damage)
  • AP (magic damage)
  • HP (tanky)
  • Hybrid (physical/magical split)

That's kind of what Ive been using for a while, and all I can afford

Oglaf11/7/2016, 8:01:33 PM1 votes

Totally irrelevant, but my biggest pet peeve is not being able to delete all the T1 and T2 Runes I own for... some reason...!