TBH Riot, not everyone wants Runes that give fancy effects, some of us just want stats.

Colgate Gator·8/3/2018, 3:17:24 PM·32 votes·9,808 views

Yes I know that you're having fun with your new toy, the Runes Reforged, but honestly. I don't always want a 3-hit proc, a true damage buff, a comet to go with my spells, more speed on casting ult, a Leona E, etc.

Sometimes I just see 3-4 AD on their team and I just want a boost in my early armor to avoid any early all-in's, you know? Or maybe I'd like a red ward in my inventory at the start of the game, or some other boring effect like that. I know it doesn't sound as riveting as the current system you have, but I'm not exactly crazy about every Champion having like 4 passives in the game , some of them have enough passives on their own as it is.

You have a good system going there, just, chill down a it.

24 Comments

HonestJohnTheCon8/3/2018, 10:53:33 PM5 votes

Personal opinion: I hated the old runes. They just didn't feel fun to me. Also, I had to pay my hard-earned IP on them.

Frankly, I think the best way to satisfy everyone would be to:

  1. Remove stat buffs from Runes Reforged.
  2. Add in the old rune stat-buffs, and make them free.
  3. Tone down Runes Reforged so they don't completed overshadow the old runes.

I like the idea of runes having a minor effect like a red ward in your inventory at the start of the game, though. I just didn't like the old rune system. They, in my opinion, felt like the most useless part of the game to me.

BigFBear8/4/2018, 2:06:16 AM5 votes

I think the best way to balance this game is to delete new runes completely and replace it with old runes (only old runes, not old talent tree!!)) that give stats (all kind of stats). So you can perfectly adjust your champ and playstyle. No old talent tree no runes reforged. Just pure stats. You wanna play your bruiser offensive? Go take attack speed and AD. You wanna play him tanky? Go take Armor and Health. Basta. Game itself has enough diversity and fun in abilitys and items. We don't need that in a runesystem that isn't even in the real game but outside of it.

Edit: Most champions use cookie cutter rune-builds anyway...

Anatera8/4/2018, 2:20:22 AM3 votes

How else do you sucker in the casuals? The old runes just had numbers. I mean REALLY. Numbers??!?! EUGH. Who wants that?!

The new runes do this and that and everything in between and is totally not overloaded or anything.

Rathar Dashing8/4/2018, 12:55:04 AM3 votes

I think Riot's trying to move away from stat-checky type gameplay.

LegitBusinessman8/4/2018, 2:20:43 AM3 votes

I want a balanced game and clean visuals then sparks and flames and scorches and lightning that is infuriating to deal with and feels corny to play with.

Toru Itai8/4/2018, 6:50:55 PM2 votes

i chose my fancy abilitys and effects when i choose my champ

Mirpy8/4/2018, 1:21:02 AM1 votes

As someone that stuck around since early season 2, I personally like both old runes and runes reforged. Old runes gave you stat buffs, and flexibility. I loved old runes mostly because I liked adding a couple of mana regen seals rather than scaling hp seals on mages to help with laning phase or Gold Quints on supports if laning seemed unbearable. I ended up having 15 rune pages (3 runes per role) by the time the new runes got released. (Grinded ip for all the rune pages i owned). As for the Masteries, the only notable similarites was that it was about the same utilities as the current keystones with addition to minor stat buffs. The whole idea of the old runes and masteries, during that time, was the fact that there was so much content, that many players wanted to experiment; to see which set of runes and masteries fit or would be fun with which specific champ.

On the other hand, Runes reforged adds more gameplay mechanics and while keeping the same feeling of flexibility but in a new and different form. One of the runes that I liked using was phase rush on tahm kench. In addition to building MS items, i could either get my carries out of bad situations really fast or draging enemies into my group for a quick pick. Another example would be using Glacial Augment on Braum. Most Braum player would take guardian for extra durability and shield for your carries. However with Glacial Augment, Braum now has a 3rd CC that applies on the 1st AA on a champ, making it easier to getting the passive stun to proc. Instead of having mixed stat buffs on runes and masteries, they replaced it with the new "adaptive damage" mechanic mostly to reduce the amount of champs that benefit mixed damage and getting more of one damage stat early on. Only exeption I have with the new runes is Conquer because of the consisent true damage on melee champs is unfair.

Only real downside for both runes was the amount of champions that abuse both old and new runes. About 1/3rd of the champion pool, between 2012-2016, were either mechanically dull or had debatable reworks. In addition to released champions and items (since 2011 to current) mostly having almost game breaking mechanics, whether it was just having too much consisent or burst damage, scaling into late game, or being unkillable. You can debate whether old and new runes were better but if I had one thing to say about Riot, League of Legends has a good track of breaking their game under multiple occasions.

i cant move wtf8/5/2018, 6:36:45 AM1 votes

I think the runes are still just stats basically, they just look fancier. I wish they weren't easily quantifiable like the old runes/masteries were which is kind of what they promised. Give me real choices that will actually change how I play my champion in a significant way and are usable by many different types of champions in their own way.

Joseph Gladstone8/4/2018, 11:50:56 AM1 votes

what rune is a leona e?

SugeMinPikk8/5/2018, 5:33:05 AM1 votes

Season 5 was relatively good because they only needed to balance champions and items. Season 6 was okay because they only needed to balance champions, items, and like 9 keystones.

Season 8... They gotta balance 65 keystones..

Elkington VI8/4/2018, 2:15:12 AM1 votes

I wouldn't mind effects over stats if said effects were actually interesting, diverse, and helped shore up a champion's weaknesses or accommodated their strengths.

It would be a much healthier and creative approach than just giving everyone bonus damage scaling.