Let's talk about reforming the Rune System @Riot
(cross post from GD)
Hello, everyone. Today I’d like to talk to you about one of the greatest blessings and greatest curses of League’s customization features, Runes. It’s a system with numerous positive effects for customization and player choice that also has several large problems that need to be addressed.
Currently, the Rune system is meant to serve as a vehicle for playstyle customization. The sheer number of runes available and the number of possible combinations does tend to help with this. It also is good for enabling niche playstyles to exist; most junglers other than Warwick, Fiddlesticks, Udyr, and Cho’gath would be unable to exist without runes simply because they wouldn’t have the armor or stats to survive the punishing early game jungle.
However, this system also has some very notable drawbacks. Rune pages are incredibly, incredibly expensive. Just buying a blank page costs 6300 IP. Then, buying a full set of 9 marks can run you anywhere between 1890 and 7200+ IP! A full set of Quintessences can run you anywhere between 1500 and 6150 IP.
Because the pages are so expensive, they’re especially punishing for new players. New players are busy trying to build their champion pool, and here they are running up against a system which is pretty opaque and hard to figure out, and has extremely high costs to the point where you can waste a LOT of IP very quickly. If a new player jumps into runes, they could end up wasting all their IP on tier 1 or 2 runes, which are just a blatant waste of IP. Or worse, they could buy up Tier 3 runes that aren’t actually helpful or even useful (Reduced death time quints, I’m looking at you), resulting in them throwing away IP for no gain whatsoever.
That’s a serious problem in and of itself, and the rune combiner isn’t helping. It supports the system of Tier 1 and 2 runes by allowing players to combine 3 to 5 weaker runes for a chance to get a stronger rune of the next higher tier. Unfortunately, since the rune you get is randomized, what you get could be just as worthless as what you combined to get it. All of this isn’t even mentioning the harm someone can do to a stolen or hacked account with the rune combiner; if a hacker thinks someone else is going to get the account back, they’ll spend the RP on skins and gifts, spend the IP on crap runes, and then use the Rune Combiner to destroy all the account owner’s rune pages.
The challenge, then, is to reform the rune system so that
- Runes are more affordable for the average player
- There are no runes which are an outright waste of money
- New players can safely tinker with the rune system without worrying about their IP being wasted
- Experienced players can still sink lots of IP into the rune system if they wish.
My proposed solutions
1.** Runes are too expensive for players to acquire**.
This is one of the most off-putting problems for new players. It simply costs too much IP to acquire a solid rune page with the current system.
That being said, it’s not unreasonable to have costs for runes. The costs need to be high enough to make people think about the runes they purchase, but low enough so that purchasing runes isn’t overly burdensome. A full set of any mark, seal, or glyph that’s in the 800 IP tier right now is over 7200 IP-you could get a champion or more for that price! Clearly, though, runes aren’t nearly as impactful or interesting as a champion, so why do they cost the same amount? Champions are even monetized, allowing you to bypass the IP gating with RP purchases; there’s no such system in place for Runes because that would start to cross the line into Pay to Win, a system which I think we all despise.
The best way to solve this problem is to simply reduce IP costs to a more reasonable level. I propose changing the IP costs such that a rune’s current IP price is the price to buy a full set of said rune. This will drastically reduce the IP input for filling in a rune page, without reducing the ability of players to customize their pages.
2.** Some runes are just flat out bad, and people can be tricked into buying them. ** This is more of a problem for new players then for us experienced players. There are a lot of runes in the rune system which are frankly bad. They serve no real purpose other than to waste IP. Those runes are noob traps and should be removed.
The difficult part is deciding which runes fall into this paradigm and which runes do not. To do that, we need to differentiate between noob trap runes and niche runes. Niche runes are useful on a few champions for a few specific scenarios, or they’re strong in cheese strategies (like people running entire pages of flat AD on Riven, for example). Noob trap runes, on the other hand, serve no legitimate purpose. They are almost always completely useless to the player and are there to suck up IP.
These, specifically, are the runes I believe to be noob traps right now:
Quintessences: Death time reduction, Experience, Energy/Energy Regen, Scaling Mana
Glyphs: Critical Damage, Mana/level, Energy/level
Seals: Mana/level, Energy regen/scaling energy regen
Marks: Crit Damage, Mana/level
I’d rather this thread not turn into a debate over “which runes are noob traps” although I suppose there’s a definite possibility it could happen. It is my opinion, though, that all of the above runes should be removed from the game and their owners refunded. I also recommend that base champion armor be buffed across the board, so that the Seal slot is filled up instead of being used for Armor every game. (Armor seals shouldn’t be removed, though; they should be a choice instead of being mandatory every game for every champion)
3.** New players are expected to immediately know which runes are good, and are overly penalized for not knowing which runes to buy.**
When you’re a pre-30 player, all you’re really focused on is leveling up and expanding your champion pool. You know that eventually you’re going to have to take care of the runes, but you just don’t feel like it at the moment. And it’s really way more fun to focus on improving your game and learning more champions than to worry about the stat boost in the background.
It’s difficult to tell the difference between the Tier 1, 2, and 3 runes. Sure, the Tier 3 runes give more stats, but they also cost way more precious IP. It’s not hard, then, for a newer player to invest in Tier 1 runes not understanding that they’re a waste of IP. Later, they might realize their mistake and try to use the Rune Combiner. That’s even worse, because the Rune Combiner just serves to reduce the number of runes owned by a player in a sadistic game of dice to determine if the player gets anything worthwhile back out.
For this reason, Tier 1 and Tier 2 runes as well as the Rune Combiner should be removed with any reform of the rune system, and owners of T1 and T2 runes should get refunds. Runes should then be locked out for any player below level 10 (to ensure all players are on an even playing field at low levels) and the new system of runes should become available at level 10.
While this change is a big step forward, another change should be made on top of it to ensure that new players get some help venturing into the dangerous waters of buying runes. It can feel like a futile exercise to buy runes as a newer player; you’re not sure if buying runes will even help you or what kind of impact they’ll have. You’re worried they’ll turn out to be a waste of IP, a resource you have precious little of.
Even with the cost reforms outlined above, new players will still be understandably apprehensive about the Rune system. That’s why I propose a new system of “Rune Credits” to slowly ease players into the Rune system without them having to invest IP, so that they can get a handle on the impact runes have and be more willing and confident when they invest IP later.
In this system, rune slots are unlocked in bursts instead of in individual slots, and each burst comes with a credit that allows the player to purchase one set of runes for the type of rune unlocked for free. For example, a sample level setup might look like this:
Level 10
- Rune system unlocked.
- Marks unlocked
- Mark credit earned-spend in the store to acquire one set of Marks for free.
Level 15
- Seals unlocked.
- Seal credit earned-spend in the store to acquire one set of Seals for free.
Level 20
- Glyphs unlocked.
- Glyph credit earned-spend in the store to acquire one set of Glyphs for free.
Level 25
- Quintessences unlocked.
- Quintessence credit earned-spend in the store to acquire one set of Quintessences for free.
This system (or one like it) would allow new players to experiment for their first rune page without having to spend their own IP on the page. The next time they look to build a rune page, the experience from the first time around will be helpful to them in spending their IP wisely. Because of the reduced IP costs on the runes themselves, buying poor runes won’t be as punishing as it currently is.
Another possible addition to this system is to allow additional rune pages purchased to come with a credit that grants a free purchase of one set of marks, seals, glyphs, or quints. This will help to reduce the cost burden of buying additional rune pages by making buying more runes to fill the page cheaper.
Conclusion
If you’ve made it this far, good job. This is a really, REALLY long post-it took up 4 pages in the Google Doc I wrote it up in.
I’d really appreciate additional feedback on the ideas I posted here. Please post whatever you think about this rune reform, whether it’s constructive criticism, ideas of your own, or rage about me calling experience quints useless.
Please note that **according to WizardCrab, Riot is thinking about a rune overhaul **(although the plans are a while out and may or may not ever come to fruition). This post is intended to spur things along by injecting some fresh ideas from an outside perspective.
Here’s a TL;DR of my main points for people who can’t make it through the essay:
Strengths of the current system
- allows character customization
- effective IP sink
- makes many playstyles more viable (jungling in particular)
Weaknesses of the current system
- NOOB TRAP runes
- Rune Combiner is pointless RNG that serves to waste even more of new players’ IP and time
- IP costs are ludicrous and suck in IP at a crucial time when players are attempting to unlock more champions
My solutions
- Reduce cost so 200/400/800 IP buys a full set of a given mark, seal, or glyph (1000/1500/2000 for a set of quints)
- Remove tier 1 and 2 runes, and refund owners
- Remove the Rune Combiner
- Remove noob trap runes and refund owners
- Allow players to earn credits by leveling up or buying additional rune pages that they can redeem for a set of a specific rune without paying IP
2/24/14 edit: We're at the very top of Community Beta as of this edit!
