@Riot: Modular Rune Pages - A way to make runes more fair
DISCLAIMER: I have, like, 17 rune pages now. This isn't about me and my own benefit. I'm cross-posting this here since it has more relevancy on this board.
Now, we all know two things: a) The rune page system is not fun and isn't really fair. It puts a limitation on your account for no purpose b) Riot won't back down from it because it's making them profit, perhaps not directly.
So, I suggest a compromise. Now, firstly, to establish a baseline, we all know that there is a LOT of repetition when it comes to rune pages. For example, every single jungle rune page out there has armor yellows, without exception. Every single AP Mid runepage has AP quints. MR/lvl blues are standard everywhere. Et cetera.
What I suggest is relatively simple: break down the rune pages. I say, abolish all of the rune pages people have currently, and quadruple them (or otherwise multiply them by at least 2-3, ideally 4). Now, make all of those, now empty, rune pages and turn them into rune cards. Rune cards are like tokens. We'll get to this later. In the rune tab, you have 4 sub-tabs, one per rune type: Marks, Seals, Glyphs, Quintessences.
They contain "mini rune pages" ("module" from now on), essentially rune pages that contain only one type of runes. NOTE: One type (marks, seals, etc), not one kind; you can have a module with different kinds of runes, like a Mark module with 3 AD marks and 6 ArPen marks - it's just limited to Marks if it's a Mark module.
Now for the meat of it: you need to spend one rune card to make an additional module, and one is refunded upon deleting a module. Each module holds up to 9 (3 for quints) runes and is equivalent to a quarter of the existing rune pages.
In champion select, you'd be able to pick one of each type of modules.
As for selling, just sell rune cards directly
TLDR: Turn each runepage into 2-4 rune cards. Break down runepages into modules Each module costs one rune card to make and refunds one on deletion (so you can have 1 red module and 3 yellow ones, no probs) Modules hold 9(3) of the corresponding rune type, but can contain any rune combination within that type. Make it so you can select each type of module separately in champ select.
Pictures - i suck at Photoshop, don't judge:
In-store: http://i.imgur.com/OX58odH.jpg
The rune tab itself: http://i.imgur.com/uumeAVp.jpg
Some perspective: 2 rune pages = 8 modules (in rune space). 2 rune pages = 2 combinations. 8 rune modules = 5 (1/1/1/5 distribution) to 16 (2/2/2/2 distribution) combinations.
You make mark modules, seal modules, etc independently, and pick each one independently in champion select.
Say, I have: AD and MagPen mark modules Armor and HP/lvl seal modules MR and MR/lvl glyph modules AD and AP quint modules
In champion select, i pick each one independently, so i have 16 different combinations to choose from in this instance. That sort of thing.
Modules are exclusive to one rune type because they are specifically mark, seal, etc modules. Abolishing a module, though, refunds one rune card which can be spent to make a module of any type. When you buy from the store, you buy rune cards, which are essentially tokens to make modules of whatever type you want.