Rune cost is absolutely ridiculous
This shouldn't cost this much http://i.imgur.com/UZH8t8y.png
This shouldn't cost this much http://i.imgur.com/UZH8t8y.png
It's OK there's a rune rework coming in Season 4.
[deleted]
The joke
Your head
i read it the wrong way... i see it now
But, back to the runes, the rune combiner's discharge from the game was not the best idea in my opinion. Without it, these prices really do need to be WAY cheaper; for all runes.
League of Inflation.




It's not inflation if they were always ludicrously expensive. Inflation is cost going up over time. This is just "Yeah, we never really got around to fixing that."
THANKS, RITOBAMA!
So are 6300 IP champions :(
Atleast champions change gameplay up a bit... runes legit add a fraction of a stat...
[deleted]
What runes?
Oh, you mean those things that were in the game for all of a week before they removed them and went "Holy shit those are a retarded idea, aren't they? Man why would any game have those?"
^^^^^^^^^^^^
Srsly. I read about Blizzard's attempt to copy Runes and the backlash from the players for it. I actually feel pretty bad now when the enemy doesnt have runes. (like when I queue with lower level friends). Gating something that provides such a huge advantage is pretty bad.
its ok though, for only over 24000 ip you can get a full crit damage rune page! ![]()
I just finished doing this.
Gangplank in ARAM is hilarious with this rune page.
Though I miss the IP, I have no regrets.
buying HP seals
what
HP seals are pretty good when you are playing people who skip out on the defensive tree such as squishy supports
9 HP seals only give less than 1 level of an advantage (.71-1.11 levels depending champ).
If HP is a concern, the hp5 seals are much better deal. 9 hp seals gives you 72 hp, 9 hp5 seals gives you 5.04 hp5. Takes about 1 minutes to regen the 72 hp, and will continue to benefit during trades whereas once the enemy gets one auto attack off, that 72 hp is gone and doing nothing for you.
The hp5 seals gives a level advantage between 5.04-12.6 levels depending on champion.
Hp5 is also worth more in gold per point than flat HP per point (about 1 gold more per point). In total value, the 9 HP seals are worth 192.24 gold, whereas the hp5 seals are only worth 18.144 gold. Sounds like HP seals are better deal but not really. Having 192.24 gold worth of Hp5 seals would give you 53.4 hp5, or a permanent health potion from level 1.. and if that were the case, hp5 seals would be a default rune on just about every page.
You'd also be doing better to go with armor or mr seals. Just looking at flat MR seals since they have the lowest value (9 armor vs 6.66 mr), we can see they have a larger impact over the hp seals.
Starting hp is 467.6-631.08 depending on champion. 6.66 MR would give an effective health bonus of 31.14-42.03 at level 1 against magic damage. Depending on the champion, this effective health bonus would be between 4.329 and 6.7932 per level after that.
In order for the 6.66 MR to outscale the HP seals, you'd need about 67.5 HP extra at level 1.
Looking at those numbers, the HP seals actually look better for early game. However, if you're that concerned about defense, you're likely to buy an item with HP on it sooner rather than later. The lowest hp on any item is 60 on the doran's ring. That almost reaches 67.5, meaning that once you hit level 2 and beyond, the MR is outscaling the HP seals by a lot just with one HP items.
Since you're playing support, you're likely to buy a gold type item. If you're concerned with your defense, you are likely to get relic shield , which comes with 75 hp. The MR now outscales the HP seals before you even leave the base.
Armor seals have a larger value, so those would outscale it even better.
Even without HP items, the MR or armor seals will outscale the HP seals before you have to worry about being 100-0'd. If you are getting 100-0'd before that, then none of these are really going to help anyway.
HP seals are primarily useful when:
Otherwise, you're better off going for resists or scaling hp.
I suppose they could be useful if you're going to get ganks at level 1 and 2 multiple times. Useless the rest of the game.
Welcome to every rune ever.
You forget scaling cdr glyphs and quints. If you take enough of them, they make your early game utter crap, but holy hell do they scale well.
I used to routinely run 25% scaling cdr and build
[dfg] on champs like veigar, for buttloads of AP while still having 40% cdr.
I agree with this post. But I think the OP is trying to point out that this junky seal that is rarely used costs more than a champion in IP.
Runes are really quite ridiculous. I've been playing since the release of Skarner and I just unlocked all the champions a few months ago. I've purchased most of the useful runes but I'm still a long way off from owning them all. Runes are ridiculously overpriced considering they are pretty important in ranked play where as you really only need to own a few champs. I suppose this is Riot's plan to hope that people pay for champs with RP.
9 HP seals only give less than 1 level of an advantage (.71-1.11 levels depending champ).
If HP is a concern, the hp5 seals are much better deal. 9 hp seals gives you 72 hp, 9 hp5 seals gives you 5.04 hp5. Takes about 1 minutes to regen the 72 hp, and will continue to benefit during trades whereas once the enemy gets one auto attack off, that 72 hp is gone and doing nothing for you.
The hp5 seals gives a level advantage between 5.04-12.6 levels depending on champion.
Hp5 is also worth more in gold per point than flat HP per point (about 1 gold more per point). In total value, the 9 HP seals are worth 192.24 gold, whereas the hp5 seals are only worth 18.144 gold. Sounds like HP seals are better deal but not really. Having 192.24 gold worth of Hp5 seals would give you 53.4 hp5, or a permanent health potion from level 1.. and if that were the case, hp5 seals would be a default rune on just about every page.
You'd also be doing better to go with armor or mr seals. Just looking at flat MR seals since they have the lowest value (9 armor vs 6.66 mr), we can see they have a larger impact over the hp seals.
Starting hp is 467.6-631.08 depending on champion. 6.66 MR would give an effective health bonus of 31.14-42.03 at level 1 against magic damage. Depending on the champion, this effective health bonus would be between 4.329 and 6.7932 per level after that.
In order for the 6.66 MR to outscale the HP seals, you'd need about 67.5 HP extra at level 1.
Looking at those numbers, the HP seals actually look better for early game. However, if you're that concerned about defense, you're likely to buy an item with HP on it sooner rather than later. The lowest hp on any item is 60 on the doran's ring. That almost reaches 67.5, meaning that once you hit level 2 and beyond, the MR is outscaling the HP seals by a lot just with one HP items.
Since you're playing support, you're likely to buy a gold type item. If you're concerned with your defense, you are likely to get relic shield , which comes with 75 hp. The MR now outscales the HP seals before you even leave the base.
Armor seals have a larger value, so those would outscale it even better.
Even without HP items, the MR or armor seals will outscale the HP seals before you have to worry about being 100-0'd. If you are getting 100-0'd before that, then none of these are really going to help anyway.
That 72 hp you get from max health seals can also be regen'd too (and keep in mind that 2/3 support income items regenerate health, and the one that doesn't, grants mana regen which can be used to cast healing spells). Note that even without those items, every single champion in the game has a base health regen of greater than zero (even Riven after the hp5 nerfs still has positive health regen).
Health regen seals in general are useless for most champions due to them having little-to no effect on a combat scenario (which, as we all know, runes are primarily there to improve combat against enemy champions). That health regen is not going to help you towerdive. There's a reason why tanks build stuff like giants belt and not 5 health potions (even though the hp potions give nearly twice the health bonus). HP regen seals have superior function for pokey champions and champions that have healthcosting abilities, but that's about the extent of the usefulness of health regen.
As far as resists go, if you are going tanky support, then you will most likely get a lot of resistances such as armour through your marks and glyphs. And stacking too much armour can actually be a bad thing; Since the effective health you get out of armour scales with your max health. The more armour you get, the less valuable armour becomes and the more valuable health becomes. Vice-Versa. Optimally, one should be getting both health and armour at the same time.
And why are you comparing magic resists to flat health? Flat health not only has the benefits of providing survivability against magic damage but it also helps to mitigate physical damage.
They are out scaled in the first few minutes of the game. That's the only point I was trying to make.
{quoted} Even without HP items, the MR or armor seals will outscale the HP seals before you have to worry about being 100-0'd. If you are getting 100-0'd before that, then none of these are really going to help anyway.
I'm pretty sure scaling health runes have the highest win rate for most champs in top/mid lane and they're also the most popular in the pro scene for solo lanes according to Phreak. What they basically do is mid game make sure you don't get 100-0ed randomly if you are building offense/synergize with your resistances if you build tanky.
I'm at work so I may be forgetting something (apologies) but out of all the runes in the store the only one's you particularly need are the following. They don't tend to change much over time and I've been around since 2009/10.
Quints - AD, AS, AP, Armor Seals - Armor, Scaling HP, Flat HP Marks - AD, APen, MPen, Hybrid Pen, Attk Speed, Armor Glyphs - Scaling MR, Flat MR, Flat CDR, Scaling CDR, Scaling AP
Historically Life Steal, Movement Speed, and GP/10 Quints have been popular in various roles. You might also see Scaling Armor Seals pop up and the occasional use of Crit Chance Marks.
You can get away with running flat armor seals (scaling HP mid lane) and scaling MR glyphs on almost all your characters when you're getting started. From there if you tend to play mages just grab Hybrid or Magic Pen marks and AP Quints and you're basically set. Alternatively if you're an AD that's AA-centric pick up Attk Spd marks and Attk Dmg Quints or switch if you prefer. If you're AD Caster you're better off getting Armor Pen Marks and AD Quints. While these are not always the perfect ideal runes on every champion they are a very good start for some general rune pages. These can get you by on 90% of the champions.
My perspective may be skewed because I have something like 109 champs and all of the aforementioned runes and then some. However, I really didn't find the process of obtaining these things too bad. Part of what has kept me playing for so long is that there's always something new for me to unlock. While removal of this aspect of the game wouldn't reduce my play time it would remove one thing I enjoy from the game. I'm probably the minority though.
People have been saying this for months/years and nothing has changed. That being said from a business perspective the prices should be high to get you spend RP on items like Champions/rune pages while you are forced to but ip to compete.
Would love to only buy champs with RP but you'd have to spend well over 100 bucks to get a small pool of champions out of over 100. 100 bucks for a fraction of the content of one game. And it's not like they are adding new features to the game. Custom games still aren't customizable beyond team size. No new maps or game modes other than ARAM.
It's over priced because the per dollar level of entertainment is not cost effective. More features increases the effectiveness of each dollar. I would even gladly pay for better features. I'd pay monthly to be able to actually create unique custom games beyond changing the team size.
Runes should just be knocked down to 50 a piece no matter what tier they are.
The only runes people actually buy and use, as long as you know how to play the game right, are the last tier runes.
At the moment I still haven't bought full AP and AD runes purely because I'm interested in buying a lot of champions where one full rune page would probably cost me multiple really good and fun champions I wanna play.
There is also no need to make them cost anything since Riot gains nothing out of it and we gain nothing out of it obviously if we pay a few thousand IP for something that has the equivalence of a few thousands in-game gold. I mean the Trinity Force is basically every rune and give or take a few random ones people never use anyways. These runes should be updated to be more competitive. Mana runes in specific since mana isn't a need-to-have thing unless you're Annie or Kassadin for example who can do fine if they play their champion with in terms of mana. Where attack damage, health, armor, etc are all must haves.
Runes could use a huge rework to make them all viable, easier to obtain, and maybe even do something to make a cool system out of it? Maybe making it more beneficial mid - late game since 15 AP won't do anything besides early game. And even then you don't need them at all and you can carry games like it's nothing against people who actually do have the runes.
I'm not disagreeing with the post, but the at least you don't have to buy many runes. Most of them're complete garbage (just more proof that they need to be massively overhauled), so you only need to get a very small fraction of them, even for a pretty wide variety of champs and positions:
Marks Magic pen Armor AD Hybrid pen AS Crit chance (if you play Yasuo)
Seals Armor Scaling armor
Glyphs Scaling MR Flat MR
Quints MS AP AD AS Armor Maybe lifesteal/spellvamp
So I'm NOT the only one making threads about this? (It simply seems I should stop posting in GD and put every thread on G&B)
The rune costs could be less of a problem if we actually earned IP at a healthy rate. I got 89 from a 52 minute loss. Right, riot, because we want all our players to be fat slobs who do nothing bu play League so they can maybe afford Katarina or half a rune page after 20 hours of play.
Hi Carson glad you have ad block it's A+
thnx bubbie
If Riot ever lowered the cost of Runes, people would lose their minds and go ape sh*t at them.
After 4 years of playing LoL I have every champion unlocked, 11 rune pages, and every rune I could possibly need unlocked purely through IP purchases. I no longer have any need for IP beyond the occasional event Summoner Icon (thanks for Lunar Revel btw Riot, changing those Summoner icons from IP last year to RP this year was a nice f%ck you to your loyal playerbase including me who ended up spending $35 on skins from the event but ran out of RP for the icons) and changing my Summoner Name if I ever feel like doing so.
If Riot ever made a large-scale IP price reduction to Champions or Runes I would demand RP compensation for all the time I spent grinding IP in Normal Games for them.
I'm fine with you demanding compensation, but it shouldn't take four years of playing a game to get all the champions and some extra rune pages lol
Actually depending on how much you play that's about right. 2 games per day for 4 years = 2920 games, assuming 50% winrate, that's about 200 IP per game average (losses are usually about 100, 1st win about 300), so IP 584000. All champs is 474150 IP.
I think the 200 IP per game might be a bit liberal, but the ballpark figures seems OK.
I'm not questioning the math. I'm saying that to get everything out of a game you should not have to play every day for years...
Riot can't change it because of the inevitable backlash they would get. If it changed I would probably lose my sh*t.
Riot should make it hard for new players, because it was hard for the old ones? Being upset about that seems pretty vain, especially when we know they do routine IP price reductions. I'd think the veterans would want to improve player experience, not complain because it got better and you had to deal with the shitty part of it. Like parents wanting a better life for their kids.
I'll reword that statement then. If Riot change Rune prices and don't compensate people for the hours and hours of grinding to get them, I will probably lose my sh*t.
And it would have to be something beyond IP because the people who spent hours and hours getting 10+ rune pages worth of runes probably have no use for it any more. It would have to be either a Special Summoner Icon or Skin or RP. Something that says "we appreciate your dedication to playing our game".
As someone who owns all champions and most runes worth a damn I would actually prefer them to scale back the accessibility walls of the game.
Easier accessibility means greater long-term game health, a better competitive pool, and more room for experimental diversity.
The only downside is that other people would have quicker access to things that took me awhile to passively achieve? Things that I've already reaped the benefit of against those who do not have them in the meantime? Oh noes!
Completely agree.
You shouldn't get compensated for the time you voluntarily used to grind for the IP ... because during that time you used those runes ... and that was your compensation. If they make it cheaper, than oh well ... deal with it.
What you are wanting ... is to buy a new 2015 car ... and then if someone buys the same car in 2021, have them pay the same price or get a partial refund. Tell me how that makes sense?
Agreed.
The game is not really accessible to new players. Runes especially expensive, and the tiers should be removed. New champ IP goes up. Leveling to lvl 30 is tedious, and the game actually starts at lvl 30.
The grind is too real. :D
I signed into my PBE account and it was level 1. I played a bot game and it went straight to 30. If it hadn't i would of legit just uninstalled it lol. I don't know if Riot knows how much of a grind their game really is.
Honestly they should remove runes from the game and just expand on masteries instead if they want something to affect in-game from outside of the game.
I don't know why, but when i came to see this thread i noticed i down voted it.. But i'm sure i didn't.. Dafuq?
Anyways, +1 mate.
sigh