Can we talk about the incoming update to Runes?

Kairoptra··2 votes·2,354 views

I’m not here to say anything particularly positive or negative about it, but I have seen literally no discussion or posts about this except in the Dev Corner.

For those who need a tl;dr-

Traits are getting removed, so you will no longer gain stat bonuses based on the trees you choose.

However, you will get three extra sets of choices that will give you stats, regardless of your tree choice. One choices is for offensive stats (AD, AP, attack speed, and scaling CDR), one is for defensive stats (armor, MR, and scaling HP), and one is for any of the seven previously mentioned choices, where you can even choose a stat you’ve already taken (ex. Two AD and one armor).

WIP image:

https://i.imgur.com/uE92eDc.jpg

So tell me, what are your thoughts?

14 Comments

AlienPrimate2 votes

I will really like this on Taric. This will give me the option of not getting precision but still having attack speed and even get some armor.

BlinkZZ1822 votes

Current rune system is great. I don't think this is needed.

Crow Nebula2 votes

I really don't like the idea of stat bonuses. They are not going to offer players any meaningful choices. Burst mages will always max AP/CDR, ADCs will always max attack speed, tanks will always max Armor/MR/HP. In short, it will end up like itemisation currently is - just one viable setup per champion.

I don't get why Riot feels the need to keep adding shallow layers of complexity. They make the game more complicated without actually increasing the tactical choices. If Riot wants to give players actual meaningful choices, they should shelve these bland stat bonuses and instead work on expanding the range of runes and items.

AlienPrimate1 votes

I disagree, especially for junglers. A tank jungler like Gragas or SejuanI may like a mix of ad and attack speed for early clear and then build tank/ap for later on. The current runes don't allow for anything like this.

Quiet Dude1 votes

{quoted}

So tell me, what are your thoughts?

Looks good mang

JoeAnarchy1 votes

it's exactly how old runes and masteries were set up (well a different set up, but exact same concept).. riot is just taking a step backwards because they realize the old system worked better.

Kairoptra1 votes

So... do you want the changes or not?

Zeppelins circus1 votes

Just remove electrocute for hells sake. This three hit damage thing is unbalanceble. It either makes assassins weak in terms of diversity build and situation making so their only choice is that. Or either makes bursty champions more bursty and warp the game.

Kairoptra1 votes

Can you maybe not talk about something that’s irrelevant to the thread? If we were here to complain about a lack of balance in the current runes, this post would have a LOT more upvotes. We’re hear to talk about the upcoming changes to Runes. If you want to complain about Electrocute, do it in one of Meddler’s posts or make one of your own.

Zeppelins circus1 votes

{quoted}

Can you maybe not talk about something that’s irrelevant to the thread? If we were here to complain about a lack of balance in the current runes, this post would have a LOT more upvotes. We’re hear to talk about the upcoming changes to Runes. If you want to complain about Electrocute, do it in one of Meddler’s posts or make one of your own.

Well I guess that means it is irellevant as heck.

Laceration1 votes

adding mr/armor runes and not counterbalancing it with pen runes for all the assassins means rip the entire class

Lil Homie busta2 votes

And you know what? I'm fine with that. Assassins's burst pattern was never healthy anyways, why most of the players need to suffer so a minority can have fun playing a class that doesn't fit the game?

Let's face the truth. Assassins should be going the Pike style, not the 'two-shot you and run away style'/'free-win-early-insta-lose-late' style.

Ifneth1 votes

The system seems simple and easy but has surprising depth.

  1. Defense: You will always take either Armor or Magic Resistance as a defensive option depending on your lane opponent but never both because Health works against all damage and scales with your resistances.

  2. Offense: Which stats you take and whether you take one or two will depend on your champion and lane opponent.

Therefore, the generic stat setup would be Attack Damage or Abilty Power for trading, Attack Speed or Cooldown Reduction for scaling, and Armor or Magic Resistance for lane.

Examples

  • Marksman: Attack Damage, Attack Speed, and Armor.
  • Mage: Ability Power, Cooldown Reduction, and Armor or Magic Resistance.
  • Fighter: Attack Damage, Health, and Armor or Magic Resistance.
  • Slayer: Attack Damage, Attack Speed or Cooldown Reduction, and Armor or Magic Resistance.
  • Tank or Support: Cooldown Reduction, Health, and Armor or Magic Resistance.
fƒ151 votes

I like this! Some champs play very well with the rune path stats they get, while some others may not. I don't think this will make any problems either Like maybe some champ having full damage and then bone plating + 10 min armor rune or something like that. I can DEFINITELY see this benefiting the support role when it comes to options! Love it!

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