My Five Cents on Runes and Masteries

MF is my Waifu·12/25/2017, 1:27:49 AM·1 votes·491 views

Hi.

As with many games that include skill trees/optional abilities/powers for your character/gameplay in general, we are given this illusion we often refer to as the freedom of choice.

I can't knock Runes Reforged for the effort that was put into it. There are some neat effects and it's a lot prettier than the old system, for sure.

But, it leaves us with the same problem every other Runes/Masteries system did: We are pigeonholed into picking the best setup for every given champion, and then sticking to that, barring any major changes from patching, whether it be to the champions or to the runes.

Tell me, how often have you found Ezreal not using Kleptomancy? Brand not using Comet? Zed not using Electrocute? Sure, go ahead and list that one off-time you saw some guy trying something different. The point remains. There will always be a "best option". Look back at the older systems and you'll notice the same trends.

The Runes system does not feel engaging, interesting, or rewarding. I feel like I am wasting my time, whenever a new patch changes their effects or how strong they are. Adjust the champions accordingly, and leave runes out of it. It's more pre-game setup that we don't need!!

I don't want to sound like a downer, but it feels like wasted time/resources. If you really want these things to have significant impact and allow for completely different matches, they'd have to be class-changing runes. We have enough issues with balancing the champions as they are, however. I don't want Sona to be good or bad depending on what runes you have made for us this year.

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