The Problems and the Potential in the Runes System
Let me preface this by saying that this post has both positive and negative comments about the current rune system. I don't claim to have all the solutions, know all the problems or that any solutions I suggest are the only correct ones. I am writing this to try and start a conversation. I also don't expect Riot to comment or even look at this; they have a plan (hopefully haha) for how and when they are going to take steps to balance this game. Having said that, by making the rune system better, players are more likely to spend IP on runes. When a player spends IP on runes they are more likely to buy IP boost or Champs with RP; making a better runes system something that will benefit Riot and the players. Finally, while I think the rune system has flaws, and more importantly potential, I do NOT think it is the most urgent thing to fix and I am not trying to start a whine fest. What I hope to do by posting this is start a conversation.
Simplicity:
All the rune's stat values should be 3 digits, X.XX, and end in 0 or 5. The difference between 0.78 armor and 0.80 armor per rune is negligible. This isn't really for calculation since the game does a good job of doing the calculations for you there is the rune calculator on the the site (it's under the Summoners tab on the game info page if you didn't know). Making the runes look simple and consistent makes comparing runes easier and the concept of getting runes less daunting to new players.
Pay to Win:
Runes actually are NOT pay to win contrary to what many people think. Most people make the argument that even though you can only but runes with IP, the IP you spend on runes could also be used on champions, which you can get with RP; therefor spending RP on champs means you have more IP for runes. While that is a reasonable train of thought, especially if you consider the fact that you "buy" IP through IP boost, since you can still get as many champs and runes as you want without any RP. It is more "pay to unlock things faster" than "pay to win", which in my opinion is fine. Riot's gotta make their money.
Rune Pages:
I think that the system of starting with a limited amount of rune pages and then being able buy rune pages up to maximum limit is good. I would suggest having a scaling cost (to a cap) for rune pages though. That way less competitive players could still get one or two more pages and begin to make specialized pages while more competitive players can still get the max 20. For example, first page costs 3150. then 4800, then the rest cause 6300. I saw this post on the boards a while ago http://goo.gl/fdXoZN . It's asking for the ability to edit rune pages in champ select if you have max rune pages. I think it makes sense as it provides incentive to purchase max rune pages, therefor a possibility of more money for Riot, and increases runes strategic value in game at max pages.
Introducing Runes To New Players:
I really think that runes and masteries should have their own in depth guide, either in the client, or a link from the client to a webpage. Even though there are numerous sources for info on runes and masteries on the web, many are outdated, and it can be hard for a new player to know whats up to date. Another idea is instead of having players buying runes pre-level 30, is having 6 pre-made rune pages (one for each role fighter, assassin, ect.) with tier one runes. The player would be able to look at the rune pages so they can see what types of runes are generally used for each role, but would be unable to edit them. They would still unlock one rune slot at each level so that the player will have that added excitement/accomplishment at each level, but at level 30 they would lose access to these pages and start with their 2 blank rune pages. The 6 pre-made rune pages should still be available for reference in case the player gets stuck deciding what runes they want.
In-Game Impact:
Runes have a small, but (for the most part) noticeable impact, but they are simple enough that most people will be fine copy pasting their runes from someone else and never putting thought into them; which is not what you want from a strategy heavy game. So I suggest giving runes an overall slight boost in stats. By making runes more valuable stat wise you add another layer of strategy to the game. I think giving utility/non-combat (movement speed, health\mana regen, life steal\spellvamp, ect) stat runes a slight edge over combat stat runes (AD, AP, Armor, ect) runes will encourage a mix of runes with specific utility runes for certain types of champions. You also create a situation where players with low IP (newer players, early lvl 30 players) have to make a decision. Players will have to decide between getting better runes, and making their champions better at specific roles, or getting more champions to have a larger champion pool to choose from. I think this is a very interesting idea that will make players think before they buy random champions for the heck of it. This effect does eventually dissipate as players play longer and get more IP, but I think that since so many champions work best with certain runes, and may not work as well with a generic rune page.
Cost VS Stats:
The cost of upgrading the dirt cheap tier two AP glyphs , 315 IP for 9, to those nice brand new and (not so) shiny tier three runes, 3690 IP for 9, for a whopping 2.43 more AP is . I don't mind dishing out IP for runes at all, but the cost of tier three runes compared to other runes is ridiculous. For the cost of ONE tier three AP glyphs (410 IP) I can get NINE tier three AP glyphs and have 95 IP left over. That means for 315 IP I can get 8.28 AP OR I can spend 410 IP for 1.19 AP. That's ridiculous. I can't think of a reason why the IP cost:Stats ratio needs to increase with each tier, but I'm pretty sure there is and I just can't think of it now, so for sake of discussion I'll assume there is one. The IP cost of tier three runes compared to stats is too high. Tier one AP glyphs cost 45 IP for 5.94 AP compared to 315 IP for 8.28, a 2.34 increase. The difference here is that since the overall prices are lower, the increase in IP cost:Stats, is much less noticeable. The problem with that is that since the cost difference is so little from tier one to tier two that the cost increase from tier two to tier three is not only visually daunting, but very impracticable and illogical. I think a system where what we currently have as tier two (45 IP) runes are tier one runes, 175-225 IP tier two runes and keeping our tier three runes cost, but increase the stats. Also a system where you can refund runes for a portion of the spent IP would be good. Maybe 1/2 for tier one and 1/4 for tier two. This runes still are an IP drain, as they should be, but old runes are not wasted. This would encourage new players to buy runes and provide incentive to upgrade runes.
Overall I think these ideas would make runes more accessible, more strategic, and maintain the simplicity of common rune pages, while encouraging customization. Here is an example of what some common runes might look like taking all of the above ideas into account (I'm not doing quints since they have so many different "standard" stats.)
Tier one Glyph: 45 IP for 0.90 AP or 315 IP for 8.10 AP (this is actually a .02 AP decrease per glyph compared to current tier two glyphs for the same cost.) Tier one Mark: 45 IP for 0.75 AD or 315 IP for 6.75 AD (this is actually a .01 AP increase per mark compared to current tier two marks for the same cost.) Tier one Seal: 45 IP for 0.80 Armor or 315 IP for 7.2 Armor ( this is actually a .02 Armor per seal increase compared to current tier two seal for the same cost.)
Tier two Glyph: 200 IP for 1.15 AP or 1800 for 11.25 AP. So with 1/2 IP refund you spend 1642 (rounded from 1642.5) for 2.25 more AP Tier two Mark: 200 IP for 0.90 AD or 1800 for 8.10 AD. So with 1/2 IP refund you spend 1642 (rounded from 1642.5) for 1.35 more AD Tier two Seal: 200 IP for 1 Armor or 1800 for 9 armor. So with 1/2 IP refund you spend 1642 (rounded from 1642.5) for 1.80 more armor
Tier three Glyph: 380 IP for 1.50 AP or 3420 for 13.05 AP. So with 1/4 refund you spend 2970 for 2.25 more AP Tier three Mark: 380 IP for 1.05 AD or 3420 for 9.45 AD. So with 1/4 refund you spend 2970 for 1.35 more AD Tier three Seal: 380 IP for 1.2 Armor or 3420 for 10.80 Armor. So with 1/4 refund you spend 2970 for 1.80 more armor
If you're still reading thank you and I hope you found this at least somewhat interesting.
Sorry no TL'DR :p