Problem with new runes
tl:dr Even if new runes are better and healthier for high rank meta games, old ones was much more fun in normals especially if you wanted to play something off meta. I used to be very happy with new runes, but now as time passed I feel like I was tricked. Old runes actually gave meaningful and important choices: "do I take armor or hp/lvl vs zed? hp/lvl would be better later, but can I survive if I take it? do I take ap/lvl to scale better or do I need flat ap to win early/survive? or do I take mr cause their jungle is heavy ap?" They also helped diversity as different stats is exactly what allows chaps to play different roles. There was problems with them of course especially with hybrid champs, but that's why changes're needed.
This time changes weren't for the better, at least not short term, currently on most damage focused champions choices are 1. some damage 2. some damage 3. some damage, pick one you scale better with. You can hardly choose if you want as or ad, not speaking of some more fun choices. Main argument against old runes was that everyone used same pages that gave better stats. In my experience it was masteries that were always the same (or couple not very different choices) for one champ. And now runes are gone completely and all we have is masteries, always ones you scale better with. There are of course some champs that have more choices in new runes, but for me old runes was much more fun and allowed me to play a lot of fun picks which currently are completely useless.