Runes. With a new client incoming...
I wonder if we'll see the rune system reworked. :\
Don't know what I'm talking about?
- Lower tier runes can no longer be up-cycled.
- Lower tier runes are still purchasable. (More an issue when you're level 30)
- Runes are necessary for most gameplay, normal or competitive. (Not entirely a bad thing, playstyle customization-wise, just other elements of it cause disparity in-game.)
- IP costs are irrationally high. (The cost for some is 1/3rd of a page. Approximately 20 games for 1 Quintessence) (Also worse if you're investing in champs.)
- Quantity needed for different roles and champs makes it difficult to re-invest in a full set upon trying a new champ.
- Tinkering with rune builds is far from practical, moreso if you avoid 3rd-party sites that list sets you should get for whom.
- Promotional runes are separate things still. (For example: Sugar Rush and Movement Speed are exactly the same, except Sugar Rush has a candy-cane visual.)
- Visually cluttered all around. (Potential design issue with drop-boxes and lists of semi-unsorted runes.)
- 4 rune types. Most people will follow guides or set each to a single stat. (9 seals, but all will be flat Armor for example.)