Balancing Runes/Rune Pages

FyshinaTux··4 votes·420 views

Ok, so I have this itch to make a big long post about the issues that I have found are prevalent in League of Legends. There's a LONG list, and it'll be a VERY long post, but seeing as I'm a tad sleep deprived, I'll make this a short "teaser" post for the kind of thoughts I'll have when i get around to doing my big post (I still have a bit more research and prep before I make my big post.)

Here we go.

Runes are something you put together prior to playing a game of League of Legends (LoL), so I find that they are perfect for tackling first in this rampage of a thought that my brain is having. "What's wrong with the runes?" Nothing, but that's the problem. Nothing is "wrong" with the current setup we have for our runes, which means Riot will, very likely, never take a look at them and make them better.

One of the problems with Runes, is Tier 1 and Tier 2 runes. When I started playing, I got a lot of T1 and T2 runes so I could trounce the enemy as hard as possible. My friends had all warned me to save up my IP and only get T3 runes, but I didn't listen, and I regret my decision. Why? Because T1 and T2 runes are nothing more than a noob trap. Hate to use the strong wording, but if the shoe fits.

The T1 and T2 runes feel like a portion of an RPG, where you have to grind through lower gear before you can get the best gear. The problem here, is that A) you will never get the majority of T1 or T2 runes by the time you start getting T3 runes, and B) LoL is NOT an RPG; so why bother having an RPG element like this? I say we should scrap the T1 and T2 runes to avoid people getting them and being all depressed once they find out that they set themselves back from getting a full T3 rune page by a good deal of time (IP doesn't come that quickly unless you're playing 8+ hours a day with IP boosts).

The next issue I have with runes, is that they're very bland, and they make for relatively readable game-play. If you see a Fizz rocking Hybrid Pen reds, Mana Regen yellows, and AP blues and quints? You KNOW exactly what he's trying to play as, and it makes the game somewhat less interesting when he lvl 2 allins you and comes close to killing you (or actually does kill you.) The runes, currently, are broken up into 4 different categories:

  1. Physical Attack (mark)
  2. Defense (seal)
  3. Magic (glyph)
  4. Utility (quint)

Some basic issues with this current setup would be that Magic Penetration is a "red (mark)" attribute, despite it having nothing to do with Physical Attack. Magic Resist is also weird, considering that's definitely a defense stat, yet it is a blue (glyph) attribute. There are various other anomalies that exist in this manner, and I feel it should be streamlined somewhat to A) make more sense, and B) provide less stale rune pages (let's face it, try making 20 rune pages for 20 different champions and not having ANY of them be duplicates, while ALL of them are great).

What I would suggest is:

Make the Marks (red) be the primary Offensive rune, giving the best stats for Armor Penetration, Magic Penetration, Attack Damage, Ability Power, Critical Chance, Critical Damage, and Attack Speed (did I miss any?).

Make the Seals (yellow) the primary Defense rune, giving the best stats for Armor, Magic resist, Health, Health Regen, and any of those four in their scaling form (did I miss any?).

Make Glyphs (blue) the primary Ability Use rune, giving the best stats for Cooldown Reduction, Mana, Mana Regen, and any of the scaling versions of them (...).

Finally, Make the Glyphs the Swing rune. Make every available rune have a Quintessence, while maintaining the "utility" quints of Move Speed and Gold/10.

In addition to this, I would suggest changing Lifesteal and Spell Vamp (as far as the runes are concerned) to "utility". Not only is the Spell Vamp/Lifesteal Mastery in the Utility Tree, but the argument could be made that it has more of a utility/defensive use, rather than an offensive one, I see no reason that the runes should have Lifesteal or Spell Vamp as "Offensive" primary.

Now that I've stirred the pot a bit, let's discuss my thoughts behind doing this as far as "more interesting rune pages" goes. One of the biggest problems I have with Rune Pages, is that you can almost literally build a single rune page that would work well on any champion (barring a FEW champions Riven Talon Zed ...):

Hybrid Penetration Marks Armor Seals Magic Resist Glyphs Move Speed Quints

This rune page is good enough, and has enough of everything, that it would work on almost every champion, barring the ones that would make literally no use of the Hybrid Penetration.

Since Rune Pages are primarily used for Laning/early game (let's face it, the stats you get from Runes are completely dwarfed next to the stats of your full build), I don't understand why you can get the "primary stat bonus" on so many different things that should be in the same category (AP/Magic Pen, Armor/MR etc). This change could even push some champions into being viable that were otherwise not viable (not naming any, but the possibility is there).

That's all for this installment. Thoughts? Opinions? Next time I'll tackle Masteries (briefly) and Itemization.

Thanks for reading all the way through.

♥♥FyshinaTux♥♥

6 Comments

Worgslarg2 votes

Everything you have said makes sense to me.

I personally feel that the time dead reduction runes should simply be deleted.

More pressing on the matter of runes, is the sheer cost of runes. If we get 2 free rune pages, we should get at least a basic set of armor, mr, and ad/ap runes ( including quints). Far more preferable would be simply making all runes free, allowing a use for t1-2 runes, given that they would no longer be a waste of time/ IP.

FyshinaTux1 votes

Thanks again for taking the time to read the entire post. As I stated at the start, I'm a bit sleep deprived atm (caffeine for the win <3) so I hope it was all coherent and didn't require too much effort to understand.

As for runes being free, I would disagree with that, I don't think they should cost anywhere near what they do, but I don't think free is the answer we need for the cost issue.

Worgslarg1 votes

Mainly, it's the fact that runes are already gated by your champions level, and then what does gating runes behind oppressive costs accomplish?

Take hybrid pen marks, off the top of my head they are 900 ip each. that's very expensive when you're looking at 9 of them.

Whether you remove all costs or lower them, runes cost far too much atm

Zyorhist1 votes

There is a lot to be said about the current rune balance, namely that after level 6 what is the point. I literally have played games where I run wrong runes, or even run no runes (I have a couple pages that are currently blank) by accident and after level 6 I don't feel any difference in the champ. I'll admit that I don't scale as well into the late game for lack of farm early due to that tiny bit of power I was lacking, but realistically there is very little difference. This fact should be addressed as well.

FyshinaTux1 votes

I would disagree to some extent. If you want to scale into late game, get scaling runes. Simple.

The issue is, Rune pages aren't there for late game, they're there to give you that extra little oomph to either survive, or destroy, during laning phase so you come out on the other end with the items you need to have the impact on the game that you need.

I see no reason to make Runes scale any harder than they already do, I merely think we should be adjusting them to A) make more sense, and B) (well... B is just a derivative of A so... take it for what it's worth...).

Zyorhist1 votes

The issue is that in order for the runes to feel truly impactful the player needs to double up with their current ones, ie getting marks AND quints of the same thing to actually feel it. I don't think that they need to scale harder but instead make it so that the only way to get bonus ad is to get it from marks and bring the numbers up a touch. Don't allow players to get AD from seals or glyphs (and I honestly think Quints should only be used for bonus utility much the same as the 21st point in masteries does). This should be across the board. Make it so that armor can ONLY be gotten from seals etc. That way they are impactful and you aren't forced to double up to feel the effects.

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