Runes Reforged - My Opinions
Since you guys asked for feedback, consider this the community giving back what you asked for. Looking at some of the new runes you guys are implementing, they look really cool and interesting. Most of them are very good and help one to customise the play style of a champion, which, as I believe, was your target.
However, some of them, I think, are rather questionable. Having flat stat boosts are fine, especially for less powerful runes, however, having flat stat boosts or stat boosts with conditions that are too easy to fulfil for major runes, in my opinion is not what you guys should be doing.
They don't actually alter the play style of a champion all that much!
Take Perxie for example. Perxie provides a few random buffs or extra damage every so often. This doesn't actually change the play style of champions all that much.
At most, it encourages ranged supports to auto attack and trade more. Keystones, especially major keystones, in my opinion, should alter a champion's playstyle much more than just adding some stat boosts every so often. Of course, this may just be one of several runes for supports, and this might just be a rune that lets you stick to the play style of the champion you are playing, but I am just throwing that warning out there!
The buff and damage effects are fine, it's just that the conditions of the keystone are too easy to fulfil. So easy that it doesn't force you to change your play style in anyway.
It's good that you guys added the element of choice to this keystone!
Keystones with conditions that are too easy to fulfil don't change the playstyle of a champion, they just give some extra damage every so often. Take Thunderlord's Decree and Deathfire Touch as examples.
To avoid this issue with runes not altering a play style and not allowing that much customisation, you could make major runes more utility based and/or give them conditions that are harder to fulfil. E.g. Stormraider's Surge
In my opinion, Stormraider's Surge, is one of the best masteries that you guys designed! You can really feel like your play style has changed because of this keystone. You are encouraged to be more aggressive in shorter less frequent instances. You could also adopt a hit and run tactic with this keystone! Stat boosting masteries that come too often, such has thunderlord's and deathfire touch, in my opinion were badly designed, they didn't allow for customisation, they just offered stat boosts to make your champion stronger.
Some of the new runes, like Panic! are also reasonably good and help encourage you to go aggressive when you cc the enemies rather than just cc'ing them for poke.
Runes should change when you have your powerspikes/how strong they are (like store credit and the bounty hunter masteries) and change when you go aggressive and be passive (not just make you auto attack once more to proc a mastery cough thunderlords cough) They should allow you to focus particularly on one aspect of your gameplay e.g. vision control (zombie ward)
Of course, there need some runes that just provide frequent stat boosts like thunderlord's and deathfire's touch, or berserk, perxie and potentially overheal. This is so that you can decide not to change the playstyle of the champion you are playing if you already think it is perfect, but take this as a warning, you guys should try to avoid doing this as much as possible! Runes should allow for customisation, not just all be flat out buffs! I think berserk could be very good and help customise a champion if you make the cooldown relatively long and the buff strong.