[{quoted}](name=Valkyrie Witch,realm=NA,application-id=cIfEodbz,discussion-id=6EhEvr9l,comment-id=000100000000,timestamp=2015-03-03T04:58:28.561+0000)
I agree with you that the Rune system is a terrible part of this game, but I'm not quite sure what point you were trying to make to me with your first paragraph.
You can say needing Runes may prevent having fun, but so does needing champions. Both are gated by IP or RP, but the progression factor of acquiring them can be half the fun. That is the strategy LoL uses to keep players for a longer amount of time (same strategy used in MMORPG's), while games like Dota 2 forego all progression and give people everything at once. They both work, but on different kinds of people; if you get bored quickly you'll quit if everything is handed to you (dota), and if progressive rewards are merely a nuisance you'll get fed up and leave before you even experience 3/4's of the game (LoL).
when have you ever heard someone say they were excited they unlocked a rune? or even a batch of runes? i personally felt incredibly disappointed and stopped playing the game for a several weeks when i dumped my IP on runes during a sale and saw how pathetic my haul was compared to how long it took me to save up that IP
when have you ever heard someone say they were excited to unlock a new champion? on either end of the spectrum at 450 and 6300? i had a great time with amumu when i first unlocked him, and i also bought sejuani on an impulse to get her traditional skin and had a great time with her even though she was considered quite weak at the time.
runes are a chore, champions are a prize; you can't compare the work that goes into a champion's model, animations, voice and sound fx, and ability mechanics to +1.7% attack speed instead of +0.95 attack damage so why are their prices even in the same ballpark?
but the main issue i was trying to get across is that the bulk of rune costs for a player are paid within the first six months of them playing the game. they'll get enough runes for some general pages that are workable and let them compete in ranked and then STOP spending on runes because thinking outside the box when it comes to runes is too expensive for such a minor potential benefit. then they get to start actually enjoying IP because they can buy champions that they want.
the current frequency map of joyful rewards to players looks something like this:
-------------------------------------------o---o---o---o------o----------o---------o
that initial long stretch is BRUTAL
riot should instead remove rune costs and rebalance champion costs so players earn champs at the same overall average rate, but do not have to deal with rune bullshit, making the frequency map look more like this
-------o--------o--------o-------------o------------o-----------------o------------o
still 7 champions over the same period of time but the point where you start having fun comes way sooner.