Idea: Keystone Runes?
I just had this kinda cool thought when i was mulling over runes and such, when the new keystone was announced i thought it was awesome (and oh man is it) and this got me thinking, i wish there could be more keystone like effects, but there's so few spaces on the trees. What about Runes? Like, ditch the whole current system (I know that sounds drastic, maybe it is) because lets be honest, a good majority of even tier 3 runes see 0 play because....why bother? And I think they have the same issue old masteries have: They offer a very very minor stat raise that you can barely feel, you just know you need it. I know that anytime i pick up a new champ ill make my masteries just by feeling and trial/error, but runes I just google a guide :/ I could go on but the problems of runes are well known i'm sure, moving on.
So I think, you make Rune pages have like 3 slots yeah? And you can get 3 unique effects for that page. I'd say something offensive, defensive, and utility would be obvious, you could probably even tie them in with masteries and call them "Ferocity/Resolve/Cunning" runes. Whenever I think about what kind of effects or how to implement getting them (Should they be Quint level prices? more/less?) I always get stumped, but I think a cool thing about the boards is that no matter how silly an idea sounds, it could be something that leads to innovation. Maybe some other people have input/ideas? Maybe even some Reds?