The Majority of the new Runes will only further Damage Creep
Most are mini-games to do bonus damage, some are even just straight up damage.
- Precision: Infinitely gain more damage
- Lethal Tempo: Gain more attack speed
- Electrocute: Deal more damage when you deal damage rapidly
- Predator: If you don't get hit, run fast and deal bonus damage
- Harvest: CS drops collectibles that deal bonus damage
- Aerie: Your abilities do more damage
- Comet: Landing abilities deals bonus damage in a small area
- Grasp: Bonus damage + perma bonus health
- Aftershock: Immobilizing targets deals bonus damage
Compared to more creative or non-damage Runes:
- Fleet: A
that gives movespeed and a heal instead of damage - Rush: Hit multiple unique abilities, gain movespeed
- Guardian: Click on an ally to shield them
- Glacial: Basic attacks slow
- Specialist: Can switch summoner spells every 6 minutes
Around 66% of the new major runes exacerbate what keystones had started, not to mention a lot of these (including non damage) have very obvious synergy with specific champions that will be pigeon holed into using them. Not only is this revamp not solving past problems it's going to make it objectively worse.
Augmentation is not Customization
- Where is the melee Rune that gives bonus exp when duoing to promote melee adc's?
- Where are the Runes that interact with the Jungle enabling a larger roster to go there?
- Why are the majority of the Runes based around combat and direct confrontation when champion kits already cover this?
- Where are the Runes for ward customization? Not augmentation, customization.
I'm honestly very disappointed with how this is shaping up, Riot has been hard pushing damage creep for the last 2 seasons, and I don't see how this will pan out well. This type of systems design is extremely redundant in a moba, this isn't Diablo 3.
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