The Inconvenience Problem with Rune Pages, and how it discourages optimizing pages for players
(Sorry if this isn't the right place. I couldn't figure out what would be a good place to put this.)
Rune Pages have some problems that I don't think people are paying enough attention to, and it's less so about their balance, but a problem that shows itself even before a game starts: How players create, obtain, and organize Rune Pages.
To paint a full picture, we need to start with how they used to work. The Mastery/Rune Page system, used prior to the new Rune system coming out, had two distinct elements; Rune Pages were typically just stat buffs - Due to it's simplistic nature, 2-3 pages could cover almost every champion, extremely efficiently. You had to purchase more pages if you wanted different sets, but this was no real trouble, considering rune pages were extremely versatile. On the other note, you had Mastery pages - Mastery pages were much different, each Mastery changing how the Champion would be played on a much more fundamental level. Changing the Mastery pages changed how you'd play a Champion, so you'd require much more Mastery pages if you wanted one for every Champion you played. Thankfully, these pages were given to you free of charge - You could create one for each Champion you owned that required one, for each play-style type you wanted.
Fast forward back to the present - Rune Pages merge the two, providing both stat buffs, and gameplay-changing perks.
This means that to optimize your play, you'd likely want to make a rune page for each champion - So that even if they only differ by a rune or two, your games would be optimized for the strategies that feel right for you.
But that's not how it ends up working.
Rune Pages inherit the cost that their predecessors had - To get more than 2 rune pages, you need to spend a whopping 6300 Blue Essence. That's the price of a new Champion! Needless to say, if you're a newer player, you're not going to be buying these. Heck, even if you have hundreds of hours in the game, you'd still be hard-pressed to buy a Rune Page. This presents a huge inconvenience that discourages any player beyond those who have spent thousands of hours in the game from actually making Rune Pages that are optimized for a very specific Champion. Having even just one Rune Page per champion is pricey - Let alone if you'd like to have more than one depending on the play-style you're going for.
Many people will claim that you can simply change your rune page per-game, but I say that's a needless inconvenience, that doesn't actually work for all players. If your memory isn't sharp, or you're not the quickest at recalling what runes to have, you might not have enough time in a lobby to re-make your rune pages - Especially if you've gotten a Champion you're not used to. What if you auto-filled support? You know you've played the champ before, and if you could afford it, you could easily turn out some Support Champion-specific rune pages just in case you get auto-filled - But, unless you have extensive game knowledge, you simply won't be able to pick very optimized rune pages without having to tab out and search them up every time you play. But this is further worsened if you don't typically play the meta - What if you're the experimental type? If you go by rune pages that "feel good" for you rather than the hard meta choices, the "change as you go" approach can be even harder - What was that rune setup I played last time? Did it have This or That Rune?" becomes a common problem in a system where you either constantly shift your current rune pages, use a preset, or spend tens of thousands of BE to manage your rune pages.
Simply by removing, or lowering this price, players would be encouraging to be significantly more experimental, or optimized, in their play, without having to take a surprisingly significant amount of time memorizing runes, grinding for rune pages, or contemplating what the best compromise for a "generic" rune page would be. This is how the Mastery system worked, and I think it was done intentionally compared to the page-bought old Rune system. Riot at the time likely knew that Runes of flat buffs wouldn't require nearly as many pages as Mastery, when they made the decision to require the entire rune system to run off of IP. The new system gets rid of a huge chunk of the IP requirement, but replaces it just as fast - Sure, no need to buy runes, but you still need to buy rune pages, in excessive rate now. All it'd need is to be 3000 BE, 1000 BE, or even free to make players more likely to use fun, optimized routes. Players can use their BE on Champions rather than Rune pages, so a player's overall BE spending likely wouldn't be hurt. It's a win-win, right?...
Not quite. Problem #2 has an easy solution too, though: Many would argue having too many Rune Pages is a bad thing, and that people likely would minimize their Rune Page count anyways, since currently Runes are all displayed in a big list and cannot be assigned to a Champion. Many more argue that since they are very situational, assigning them strictly to a Champion would also be problematic, but I think people miss what would be a very simply compromise for this:
What if, you could assign Rune Pages to a champion as a Preferred Rune page? All this would do is re-sort it in your lobby to the top, maybe slightly separate them with a line, and all of a sudden the problem is solved in a very robust way. Assign 2-3 rune pages to a Champion, and they'll be highlighted at the top so you don't need to go through dozens of pages, but all the other rune pages will still be displayed below them incase you need to use a different one, or haven't assigned them to the Champion. If Riot wanted to go an extra mile, they could add an option to default back to the last used Preferred/Assigned Rune Page upon selecting a Champion, so that you can confidently switch between Champions without even really having to worry about going through a list. Click the Champion, make sure it's the right Preferred Page, and go about your day. Sure, it's small - but anyone who plays a Moba should know that small changes really add up. Incorporating all of this could save a ton of frustration and wasted time for almost all players, without hurting anyone who doesn't use the system in any way. There's many plus sides, without many negatives - Players new and old alike could benefit from an overhaul of organizing rune pages. Plenty of people have claimed they should be assignable to champions before, but I don't think enough of them have emphasized that you can have assigned, highlighted rune pages, without having them be restricted to those pages, or automatically selected, like many counter-arguments claim would be a disadvantage.
What do you fellas think? I think these changes have been a long time overdue. I want a LoL where I can get to making fun rune pages that I pick to be stupidly specific to a Champion, that I can easily, and quickly, replace if needed with a more standard one. And I think it's about time we push for that.
[slayer-pantheon-thumbs]