@Riot: Serious Suggestions for Runes
I feel that even with all the information about the rune page rework, nobody has tackled the elephant in the room: how runes and rune pages are sold.
There are multiple pain points when it comes to how buying runes work:
Tier 1 and Tier 2 Runes
These are almost universally acknowledged to be noob traps. They're useful for only ten levels before they're completely outclassed by their higher level counterparts. The consensus advice to low level players is to ignore them completely. Serving no real purpose, they merely ruin the experience for new players who often mistakenly buy them. I know I wasted many hundreds of IP on them, instead of unlocking new champions to play with.
Rune Combiner
This is also almost universally acknowledged to be a noob trap.
With the rune combiner, players can use the rune combiner to combine five cheap lower tier runes to get one higher tier rune. It's true that one can get lucky this way; I've gotten tier 3 runes worth more than the 375 IP I spent to buy 25 15 IP tier 1 runes. Overall, however, players rarely profit, since most runes are suboptimal. I got many bad runes, which I disposed of using a different use of the rune combiner: combining two runes to get one of the same tier. This is almost always a strictly loss-making endeavor.
In summary, the rune combiner is an inefficient noob trap with no purpose in League of Legends. After all, it's called League of Legends - not League of Rune Gambling.
Rune Pricing
The pricing of runes seems to defy logic. Higher-priced runes are not necessarily more powerful. While perfectly reasonable when it comes to champions, players buy runes for power. Making runes which players would not likely buy in the first place extremely expensive does not appear to serve any purpose; indeed, doing so homogenizes rune pages.
Take marks, for example. Flat AD marks costs 210 IP each and are arguably the best mark for most marksmen and fighters. Critical Damage marks cost 820 IP each and are inferior to most other physical offense marks until late game. While I may want to experiment with critical damage marks, the fact that one critical damage mark costs almost as much as four Flat AD marks practically guarantees I will never buy them.
I can't think of a single good reason for certain runes to cost more than others. Unlike champions, which have varying levels of design polish, difficulty, theme, and demand, runes are simply stat boosts, with nothing differentiating one from the other except the numbers they provide.
Rune Pages
In an ideal world, players would experiment with different rune builds, introducing variety to the game and rewarding players for creating rune pages which suit their champion and playstyle. Yet, the current system heavily disincentivizes that very activity by only giving players two rune pages by default, encouraging players who don't want to or can't buy RP to simply reuse standard physical and magic damage pages. Even if season 4 runes drastically overhaul the system to encourage interesting new rune builds, the majority of players will still be stuck with two rune pages, and will attempt to optimize for the generic AD and AP champion.
It's true that you can buy rune pages with IP. However, there are subtle reasons why that is rarely done.
First of all, there is an opportunity cost. Rune page prices are set to heavily incentivize players to buy then with RP. Compare various the prices of champions in the store:
Each RP spent on a 450 IP champion replaces about 1.73 IP.
Each RP spent on a 1350 IP champion replaces about 2.31 IP.
Each RP spent on a 3150 IP champion replaces about 3.99 IP.
Each RP spent on a 4800 IP champion replaces about 5.45 IP.
Each RP spent on a 6300 IP champion replaces about 6.46 IP.
Each RP spent on a 6300 IP rune page replaces about 10.68 IP.
Each RP spent on a rune page bundle that would cost 16.96 IP.
I'm not counting champion bundles because they may include champions that players don't want, complicating the analysis.
As buying rune pages with RP is the most efficient allocation of RP, the only people who buy rune pages with IP are those who have absolutely no possible means of getting RP. Furthermore, buying rune pages with IP is a tremendous IP drain, forcing players to delay buying champions, which actually provide gameplay.
Even if one has access to RP and is willing to pay for rune pages, buying a rune page is a tremendously dissatisfying experience. When a player buys a rune page, they know that they're supporting the hard work and dedication of the Rioters who put their love into that champion, throughout conception, design, modeling, rigging, splash art creation, game balance, lore, etc. When a player buys a rune page, they're buying a repeatable UI element, something with minimal impact on games after champion select, which would cost Riot almost nothing to create more of.
My proposal:
Refund and remove everyone's runes and rune pages. Refund runes for their face value; refunding rune pages might be a bit more complicated, depending on when they were bought. Hopefully some compromise can be found.
Remove tier 1 and tier 2 runes, or allow us to upgrade them for the IP cost difference and remove the rune combiner.
Make rune pages free, just like mastery pages are.
Normalize all normal rune prices to 450 IP each and quintessences to 1350 IP each.
"Now Enshrouded," you might protest, "you're essentially asking Riot to give us free stuff!" I agree, my current reforms will definitely hit Riot's bottom line in the short term; which is why I've priced runes higher to their average price than the lowest price, which I did because
Here's a ameliorating suggestion: sell runes for RP as well! I suggest prices of 70 RP for normal runes and 200 RP for quintessences. These prices work out to around 6.43 IP/RP for normal runes and 6.75 IP/RP for quintessences. Players will be incentivized to spend RP on runes as well as champions. While in the short term revenues might take a hit from players using up refunded RP instead of real RP, this pricing change should, in the long term, increase revenues. I personally don't value having a part of the game that "can't be bought." After all, IP is fungible; players can simply allocate more RP towards champions if they want to "buy power" with real life currency. And frankly, runes are only a small part of the overall game. I would definitely trade the IP exclusivity of runes for free rune pages. In addition, as Keikomatsui mentioned, more rune pages mean that people tend to get more situational runes - and spend more IP (and if this change goes through, RP) on the runes.
In conclusion, I want less confusion and frustrating elements, and more variety and gameplay.
