[{quoted}](name=Best Fiddle,realm=NA,application-id=3ErqAdtq,discussion-id=lt7vH4v0,comment-id=00050000,timestamp=2018-07-16T10:30:43.938+0000)
If this were the case, then all they had to do was provide a way to reward at least 1 rune page with a decent set of runes to get started. I can understand grinding, because at least it gave new players the appropriate amount of time to adjust to the game and learn to adapt to system that trains them at each level. Now you don't have any of that, it's just got pancaked to the point, that we gotta pay the price in tolerating a newcomer, crying about why he gromp killed him.
riot was also looking for a way to make the game fresh and differentiate between roles. hence why runes reforged didnt just use the old mastery system. it was meant to play better overall, but not necessarily cater to every play style. i cant speak for riot but the game design motive is pretty clear. before you had 18+12 or 6+6+18. or in weird cases 12 12 6 (no keystone) and those were the only build paths. so i dont honestly think the old system gave more freedom. now you can get 4 and 2 of anything. (18 points for a keystone which means you had to be at least level 18 to even stand a chance and the 12 remaining points were scattered between the other two paths)
yes they could have rewarded rune pages, but then that defeats the entire purpose of choosing runes yourself and still prevents a new player from using their own strategy and skill to overcome their opponent. riot tried to limit the runes in the marketplace, but there were still unique runes that players were using from events and in order to use level 3 runes you had to be a certain level. they tried getting rid of level 1's and using level 2's as a way for lower level players to get used to the runes system by only charging 1 IP each, but it still didnt change the fact that players were investing their earned in game currency into a system that was essentially pay or play to win.
there's a chart somewhere that shows how much of a difference a good expensive set of runes made from a cheap set that was built piece by piece. i refuse to go look for it because the new rune system has flooded google and i dont feel like i need to show it since it's obvious that 5% lifesteal at level 1 combined with 3% from doran blade/or a machete made certain junglers able to sustain through pretty much anything. this of course affected who could and couldnt jungle. penetration was rampant because if you could deal true damage level 1 why wouldnt you? it was more about who had the better runes than it was about who knew how to build their champ. and since you couldnt change that after you joined a lobby you were stuck with being at a disadvantage from the champ select screen.
yes you had the option of changing up masteries, but you couldnt change runes. they both did the same thing with runes giving you flat stats and masteries giving you unique effects like thunderlords and windspeakers blessing. so now you get your flat stats from your combination (sorcery+___, etc.) and you get your unique effects from the runes. and it's all free. a level 1 can be just as good as a level 30 if they know what's OP. this is more "pure" from both a marketing standpoint and a gameplay standpoint if the game is to be truly competitive.
you still have to reach level 30 to play ranked. that's more than enough of an adequate gauntlet for a new player to grasp the concepts of the game. mobas arent as uncommon as they used to be and with twitch, beam, and youtube among other stream sites showcasing a ton of esports most new players of todays time have a decent understanding of the basics. they may not know the meta and if they're a casual player they'll have a hard time with the game in general, but there's more to this game than just climbing ranked ladders.
sticking a pointless grind into a free to play game based on the assumption that players wont know how to play is not only asinine, but looks shady from a business point of view. it makes it seem like you're just milking new players for RP so they dont have to grind. the lure of these types of games is the constant content and the competition. everything else is fluff to support the developers. why do you think costumes like elementalist lux cost $30?
would you rather a company rely on forcing players to skip the grinding process in order to go straight to competitive mode for their income or on their cosmetics? me personally i'd rather it be the cosmetics.