Why are runes so heavily gated?

Thalandor46·10/3/2014, 5:56:56 PM·12 votes·1,494 views

This has bothered me for a long while, but bits and pieces of the eCommerce Q&A reminded me of the biggest thing that I dislike about LoL's rune system.

Why are there so many gates when it comes to runes?

Consider other Summoner aspects of the game. Spells are the simplest gate. When you reach level X, you have access to these summoner spells. At level 12, you have uninhibited access to every summoner spell. Masteries have two layers of level gates. You get one mastery point per level, and you gain access to more masteries as you reach higher levels. At level 21, you have uninhibited access to every mastery, and you can fully utilize masteries at level 30. Great!

And then there's runes. Like other summoner aspects, runes are level gated. You get one rune slot per level. They are also level gated in terms of tiers. You gain full access to runes at level 20, but unlike spells and masteries, runes have inhibited access on account of the final gate. The final gate is an IP gate. In addition to being limited to slots per level and tiers per level range, you also cannot use runes until you purchase them with IP. And this is while you're STILL gated to one rune slot per level.

So now that I've laid out the obvious, I come back to my question. Why, when compared with spells and masteries, are runes so much more drastically difficult to utilize? I don't really want to argue that any of these gates are particularly good or bad, but the fact that there are so many of them compared to spells and masteries, and they all together make for a system that is exponentially more complex. And it's been like this for as long as I can remember. Surely, there's must be a better way.

8 Comments

Saint Millay10/4/2014, 12:35:38 AM10 votes

Get rid of the Tier 1 / Tier 2 runes. Just have one tier of rune so that low levels (while gated on the # of runes they can use) are at least investing in runes they can use throughout their experience in the game.

cshakes10/4/2014, 12:14:09 PM4 votes

I think that they should remove Tier 1 and Tier 2 runes entirely, then reprice the runes. Currently there are 3 price tiers of runes: 205, 410 and 820 IP (515, 1025 and 2050 IP for quints). I think that the 820/2050 category needs to be repriced to 410/1025 or 615/1545, or all the categories need to be dropped down a bit. That way runes would still cost large abounts of IP, but they wouldn't cost ludicrous amounts of IP anymore.

Base price -> Full set price 205 IP -> 1845 IP (perfectly OK, takes some time but not too much) 410 IP -> 3690 IP (eh, manageable but takes effort) 820 IP -> 7390 IP (srsly Rito? these cost more than any champion save the shiny brand new ones during their 1st week) 515 IP -> 1545 IP (a nice price for some basic quints) 1025 IP -> 3075 IP (starting to take some investment of effort, legit for the more uncommon ones) 2050 IP -> 6150 IP (hey, Riot? these are expensive, pls reduce price)

Another thing that might work is that each Champion Sale Rotation, one set of runes is 25% off. (So on the "AD Quint" sale one AD quint would cost 0.75*1025IP = 768.75 IP ~ 769 IP

HaIfhearted10/4/2014, 2:43:13 AM3 votes

All the slots in your runebook should be unlocked at level 1 so that you can actually FILL them with tier 1 runes.

Honestly there's no reason for both tier 1 runes and the gradually unlocking rune slots to exist together in the same game. It just serves to screw over new players too hard and keep them from actually experimenting with rune combos and how they feel.

Also, the current system of gradual unlock progression means that when a new player hits 30, they don't actually appreciate the immense amount of power they're getting from a full properly-slotted runepage.

ValyrianBlade10/3/2014, 6:28:03 PM3 votes

It's an IP sink. Either to get people to buy RP ( for champions ) when they spend all of their IP on runes. Or just a luxury for people with loads of ip (so they can try out a large variety). consider the 2 page gate as well, and the massive amount of ip to get another page. They offer very real benefits but are not overpowered to the point that you'll not stand a chance without the most optimal runes on your champion. so people who play a lot have a small advantage and people who play less don't have something ridiculously OP to complain about. frankly, I think they balanced it quite nicely, if only a little too expensive.

plot armor10/3/2014, 7:59:12 PM2 votes

I still personally feel if they're going to keep this rune system in general, each level should unlock 3 rune slots for 1 particular tier, meaning that, (starting with 3 tier1 slots at level 1), levels 2-10 unlock 3 slots for tier 1 runes with a quintessence at 4,7, and 10, and level 10 should have unlocked all 30 slots for tier one runes, or something of that sort. Continuing on, level 11-20, each level would upgrade 3 slots into tier 2 slots with quint upgrades at 14,17,20, and so forth for levels 21-30 upgrading 3 slots per level into tier 3 slots with quints at 24,27, and 30.

Some rune/summoner-level system like this would actually allow new players to have more early (level 1-10) usage/accessibility to this said complex system and all 30+ slots cheap tier 1/2 runes rather than forcing them into playing at the same stat level for about 15 levels, or more if they follow the advice of veteran friends to save all ip for level 20 and more effective and ip efficient tier 3 set that everyone will eventually end up at. Too bad rito doesn't even have a rune upgrade system for even the current system instead of that lottery system of a rune combiner.

Since I've started playing, I've never understood why runes are summoner level-gated tier they way they are AND TIER-gated in such an awkward way; at one slot per level by summoner level 10, buying 10 TIER-1 runes is bascially useless for new players.

As for the matter of ip only gating, i find that this measure firstly ensures the player plays through the game and understands the mechanics and value of stats alongside what Cerbearus said about keeping an "ever-progressing feel", and secondly ensures the game play isn't just buy-to-win in terms of buying stats using rp. If they were free to use and switch up otherwise, it would be a loss of the feel of a collection of runes and different play styles one amasses through practicing their skills playing the game.

Though i do concede the op's point that currently for new players that it feels weird to have to buy runes with ip when one only even has 2 free rune pages for less than 10 slot rune sets.

plz rito, throw out some free tier one runes and quints for the nooblets, on top of that, you could just make a little reward system just handing out tier 1/2's like awards for playing certain styles

redniwediS10/3/2014, 8:52:18 PM1 votes

While I've been playing this game for years and I still don't own all the runes I'm not exactly unhappy with the system. I'd prefer if they would get rid of the different rune tiers but that's about it.

Cerbearus10/3/2014, 6:45:51 PM1 votes

Well it gives you sort of an ever-progressing feel. You will always have something you still need to buy (unless you play an assload and have all the runes). Like you said, you stop earning spells at 12 and masteries at 30, runes just go beyond it.

OhNoItsLeona10/4/2014, 1:10:29 AM1 votes

It's an IP sink, it helps generate revenue via RP purchases, since runes are IP-only. Buying champions with IP should be something that requires saving up for, or something you have to pay for. Riot needs dollars....because they have to feed the programmers and artists they keep chained in the basement for VU's.summoner 3