Why do runes exist?

Coffee Ray Gun·9/30/2014, 10:07:56 PM·13 votes·3,470 views
  1. I assume the concept behind runes are to allow you to play champions in roles that aren't their main role, such as Annie support or Leona mid. But in my opinion that could be better accomplished by something that gives equal positives and negatives, like a rune that gives +AP for -HP or something like that. Right now they just give people who have been playing longer an unfair advantage.

  2. They are far too expensive, I'd have to play at least 10 games to afford a t3 quint, and 10 games just for something that gives a VERY minor boost to one stat is so... unsatisfying. Give them a more pronounced effect (while also making them a zero sum gain) or make them cheaper, because it takes far too long to unlock enough runes to make just one rune page.

  3. Masteries are actually pretty cool, they are free and unlocked pretty quickly, they give cool effects that aren't just stat boosts (e.g. increased attack speed on crits), and they're equal for everyone.

Proposed solution: Make runes a zero sum gain and make them have more unique effects, while this would be very hard to balance I think it would be worth increasing game satisfaction.

Other proposed solution: Get rid of runes entirely.

I consider myself very open minded, so I'm open to discussions, no matter how contradictory your opinions are to mine. Please try to be civil though <3.

37 Comments

Worgslarg9/30/2014, 10:42:59 PM8 votes

Imo, runes exist to allow players to augment their base stats upon personal prefrence. They do a fine job of that. I have , and will always think that having to buyrunes when you don't have to buy masteries is complete crap.

IMO: Runes should be Base Stats, Masteries should not be base stats.

Angry Monster9/30/2014, 10:16:07 PM4 votes

or another possibility.... stop your bitchin and play the game and unlock them.

I bet you would like all the champs free also.

Also if you think that is rude, i think new players that come in and say you systems need to change are the ride ones.

Hoi Im Temmo9/30/2014, 11:40:29 PM3 votes

Runes exist to allow a person to augment their champion according to play style. On Mundo, I play the crap out of some %Health runes, but on Sion I use lifesteal. that is one example, but I feel like it should illustrate the point nicely.

bunglyfe10/1/2014, 3:52:37 AM2 votes

fully disagree.. runes are 100% necessary ESPECIALLY IF YOU WANT TO JUNGLE

BUT i do agree that they are way too expensive.. runes should be either buyable with RP, IE a set standard full page of runes for $5 etc or just full run pages for 6300 ip

paying 7k ip for 9 cdr blues is completely outrageous

Old Man Teeto10/1/2014, 7:44:49 AM2 votes

Runes exist to give you the option to ideally form your early game strength.

You'd rather have flat armor if you're laning against an AD, and scaling health against an AP Burst in your yellows.

Maybe you really need the bonus move speed from quints for the match up, or flat armor quints to survive an abusive lane (Renekton)

Runes are very good and allow players to meta-game their opponent for maximum effect.

The flaw is rune PAGES.

Because we can only have 20 pages - players can't do this.

Until either pages is increased - greatly OR They let us change runes in the lobby (Super-unlikely)

Rune pages will just be "Meh standard page" for any off-role you might play. It's another reason why players tend to main a role - they can't afford to have rune pages set up for the others.

The Supreme King10/1/2014, 1:34:47 PM2 votes

Earn them kid you could be getting more ip if you weren't complaining on the internet.

Cameron Woof10/1/2014, 4:02:22 PM2 votes

The problem with having any serious discussion about the merits/disadvantages of the current rune system is that there are too many selfish people who figure that since they earned runes the hard way, everyone else should be forced to. It's because of that kind of thinking that I sincerely doubt Riot has much reason to change anything.

Sire Hippington10/2/2014, 6:04:30 PM2 votes

I don'T agree that runes have to be a zero sum gain, but they definitöy should be easier to afford, and some more unique effeckts would be awsome(like runes that convert 1 stat into a nother to some %, like soras passive did a whie on pbe). For masteries, i think they could use a bit more impact, especially those masteries that are not straight stat boosts and incloud gameplay.

Arduno10/1/2014, 12:06:17 AM2 votes

because its a free to play game and they need(ed) a IP deposit

Torr10/1/2014, 12:08:34 AM2 votes

only reason i dislike lowering the price/making them free is because it would have meant that I wasted my Ip which could have been used on champs.

12tales10/1/2014, 8:08:15 PM2 votes

I personally love the minigame of optimizing rune pages and figuring out how to best adjust them to any given situation. The opportunity costs of specific breakpoints, the flexibility in build order, the tailoring to specific playstyles - trying to weigh every one of those values and come up with the best possible result is incredibly fun for me. I'd be sad to see it go.

I assume the concept behind runes are to allow you to play champions in roles that aren't their main role, such as Annie support or Leona mid. But in my opinion that could be better accomplished by something that gives equal positives and negatives, like a rune that gives +AP for -HP or something like that. Right now they just give people who have been playing longer an unfair advantage.

This would be accompanied by a uniform increase in base stats, I assume?

Regardless, runes are already zero sum. What's the difference between taking +15 AP -78 HP on a champion with 478 base health, and taking +15 AP on a champion with 400 base health? There's an opportunity cost to everything, no need to add in another one.

Sintobus10/1/2014, 6:22:55 AM1 votes

I get your points for sure as a long time player I remember when the store FIRST opened after beta. I could only afford 2 champions and about a rune page and a half worth of runes.

The issue with this is more than just the feeling newer players get from having to work so hard for so little. It is the overwhelming amount of content that is all obtainable to each individual with no restriction other than play time to gain. However as with all games that have a long life span to continue keeping players around for one reason or another content must be earned with time.

I think that point alone tho as horrible as it sounds is a necessary evil to the longevity of a game. If champions were the only restriction I promise you it would not take long. When riot released a champion every 2 weeks most active players could always afford the new champ if they saved up between. With runes being a bit more pricey due to buying in bulk it can seem daunting. I typically saved up about 10k at a time to buy a rune set.

One thing about runes as oppose to champions is that they extremely rarely get any changes or additions. Once you buy them all you are done for good practically. Champions will continue to be pushed out albeit slower than prior they may never stop until this game is done for.

My suggested solution Every time I see a gripe about cost of things is that champions need to be scaled down more based off age. At 121 champions they should scale down a few more champion IP prices each release than the currently do. Runes should be secondary for most people but they should cost you the most since they aren't releasing new runes almost ever.

Spiritun10/1/2014, 7:03:22 PM1 votes

In my opinion, Runes are outdated. Riot said they don't like "invisible power", but that's exactly what Runes give. Masteries and Spells are cool because everyone gets them, but for Runes you need to save a lot of money just to buy 1 set of runes. And that set does not even work for all roles.