Runes Reforged: World Around Runes

Riot·7/20/2017, 2:02:09 AM·7 votes·133,890 views

Hello! If you haven't already heard, we're making some big changes to Runes and Masteries in the upcoming preseason. Last time we talked about how you'll be able to combine Runes from different paths to create a customized playstyle.

This dev blog will be a bit different than the others. Since we announced the project, everyone on the team has enjoyed reading your questions, thoughts, and feedback. We noticed a number of questions popping up frequently and our responses to them have been scattered across a number of sources. In this piece we want to bring the most common questions together into one central place and give some deeper responses.


Base Stats

One of the most frequent questions has been “Will my champion feel the same without the stats I currently get from runes?”

This is a great question and it’s something we’ve been wrestling with for quite a long time now. Initial stats have a big impact on the effectiveness and feeling of your most common actions as a champion. The early game is tough: you don’t have the damage to just blast away minions, you’re doing your best to last hit with limited damage and slow attack speed, and mana is precious. While there is no magic bullet, we’ve found combining a number of approaches to be effective at restoring early game power and feel.

First, we plan to directly change champion base stats. We’ll give every champion in the game an offensive boost tailored to what their kit needs. This ranges from attack speed on Tryndamere, Master Yi, and Yasuo, to starting ability power on Ahri. Sometimes we'll split this boost between multiple offensive stats, sometimes we'll concentrate it into one. We’re going through each champion individually and customizing a package to make sure that they get the stats most crucial to their needs.

When we've tested this internally, the base stat changes made many champions feel a lot better. . However, others need to be able to choose specialized builds where they can double down on a narrow set of stats. For them, we’ve started to build new stat-focused runes to provide that option. We’ve previewed a number of those already and have more on the way.


Doran’s Dagger is an experimental starting item that gives you +12% Attack Speed, +60 Health, +2 Life on Hit and +5 Bonus Minion Damage

Finally, we’re considering adding new starting items that offer a wider range of stats as first-buy options. The current set of starting items is fairly limited, so there’s plenty of room for expansion. This part of the project has just gotten underway, but it has already yielded some exciting results. Above is an extremely work-in-progress version of an experimental attack speed-focused starting item we're trying out.


Stat-focused Runes

A number of you have asked whether you’ll be able to get specific stats from the current pregame. We’re already exploring runes aimed at satisfying a lot of these demands. Those include (but are not limited to):

  • Armor/Magic Resist
  • Health
  • Health Regen
  • Attack Speed
  • Cooldown Reduction
  • AD/AP (by way of Adaptive)
  • Mana
  • Movement Speed

Not every stat will be covered. We won’t be bringing back a -% time dead rune, for example. Where we bring back stats we're trying to add interesting twists to them. For example, Overcharger grants scaling cooldown reduction but also converts cooldown reduction past the maximum into attack damage or ability power, opening up new itemization opportunities. These extra effects should let you think about how to use the stat in new ways.

Rest assured though, we are reading and reacting to your feedback, which is how we reached many of the new runes we are testing now.


Experimentation

Many of you also asked whether you'll still be able to build experimental pages in the new system and, if so, what kind.

A lot of these types of builds specialize heavily in a particular stat. We’ve seen cooldown reduction, attack speed, and movement speed pop up frequently as they fuel a number of off-builds for different champions. As mentioned in the previous sections, we’re working hard to make sure the new runes have you covered for stat specialization options. But, we’re also looking at additional ways to ensure that the system supports creative experimentation through unique effects and synergies combined with stats. And, because you’re able to take two runes from a secondary path you’ll have broad access to a lot of different build options and even more rune combos to explore.

The new “Adaptive” keyword is another tool that allows us to vastly broaden build options. Adaptive stats allow individual runes to support both AD and AP builds, automatically adapting based on your item build (hence the name). Better yet, with thoughtful itemization you can flip those bonuses mid-game, providing more options for creative early games.

Beyond creative builds, a number of our new runes provide tools that you can use creatively in themselves. Store Credit, for example, helps you create immediate but costly power spikes. And Magical Footwear lets you focus on rushing your core items without worrying about buying boots.


How Many?

One common question we’ve been seeing a lot on the forums is easy to answer: “How many runes do I get to select?” In short, you’ll get to bring six runes with you into game. Four will come from your primary path (one keystone and three others), while your secondary path will contribute two more. For example, this lets you grab four options from the Precision path and two from Inspiration.

In total, there are five paths and we’re aiming for around 60 total runes (note: that number may go up or down slightly to meet the needs of the system).


Balance

This discussion wouldn’t be complete without covering balance. Balance is a broad topic and the process of balancing the new runes system has just barely begun, but I can discuss our balance plans.

Balance is a high priority for us. That said, League has been built on a foundation of Runes and Masteries for a long time now and rebuilding that foundation will cause some disruption. We're taking as many steps as we can to prepare for—and mitigate—future balance issues. That means taking a lot of care to ensure that all of the runes we're making are capable of being balanced. New rune designs are being tested and challenged so that we understand how to tune their power up or down incrementally without destroying their identity. Your responses and questions continue to help us understand what’s appealing (or not) about a particular rune. Additionally, we will continue to work closely with the Live Balance and Playtest teams in balancing the system. Finally, we'll be moving quickly during preseason to make changes and address anything that slips through the cracks before the ranked season begins.

One particular symptom of balance that gets mentioned frequently is waveclear. Certain champions run very specific pages in order to meet precise waveclear thresholds (usually ability power runes in specific slots to clear caster minions). Although we are removing one tool for you to achieve this type of manipulation, we're aware of its importance and are adding new tools for this same purpose. In particular, you will be able choose runes that grant Adaptive AD/AP to try and meet those breakpoints. Plus, we're testing additional runes that interact with minions to hit those same waveclear thresholds in other ways.


Balancing the new runes won’t mean trying to make everything exactly the same. Instead, we’ll be trying to make sure that the new tools you have to explore League are fair, exciting, and create good games.


How are you going to recognize and reward players who invested IP into the old Runes system?

As it turns out, making one of the biggest components of the IP economy free has a lot of effects that we’re still thinking through. We’re committed to having concrete details before early September, and want to make this transition feel fair. It’s complicated, but we’re confident we'll figure it out, and we’ll let you know when we do.

In the meantime, we have an announcement regarding the pricing of runes between now and preseason, so head on over to the boards to learn more about that.

Thanks again for reading! We really appreciate you taking the time to discuss this with us we’ll be hanging out in the comments section fielding more specific questions. Also keep an eye on the dev corner for more previews of Runes.

493 Comments

420 Doge7/20/2017, 6:12:57 PM128 votes

I just hope they have the glorious 1% crit chance available... Can't tell you how many times that has saved me

Kayge7/20/2017, 6:08:10 PM118 votes

Be careful with those base buff stats or you might ru-ne the game. Get it? Ruin=rune? Heh... I'll go :(

TAKe Y0uR hEaRT7/20/2017, 7:14:34 PM96 votes

"We won’t be bringing back a -% time dead rune."

My suicide Karthus Karthus strat is ruined.

TheFrailYordle7/20/2017, 8:13:16 PM52 votes

I couldn't give less of a crap what the changes are. Just give me fair compensation for my already owned runes, and I'll be waiting for the new stuff regardless of what it is.

Kouaku7/20/2017, 7:02:36 PM39 votes

Just refund IP's spent for runes ;-; I mean, the IP cost of currently available Runes in accounts IS TOO DAMN HIGH!

And the loss of IP for nothing would be sad.

Even with 2 default pages, people spent around 24k IP for runes. Think about the 3+ rune pages.. the cost is monstrous.

Just an advice, please refund our IP's spent to runes if you're going to do this update. TY.

Noxian Exile7/20/2017, 7:06:38 PM38 votes

I know theres talk about the people who have invested a ton of IP, but what about RP? I spent a good chunk of RP on rune pages, which is effectively going to be for nothing. Feelsbadman

Twisted Torus7/20/2017, 7:33:56 PM32 votes

It is completely illogical to say that no compensation will be given for rune pages because they will be transferred to the new system. It is illogical because if you can edit them in the pregame lobby you only need one. It's just like mastery pages; I use only one mastery page and edit it when play ADC vs midlane vs support. People spent real money to support league and to buy these pages which were necessary if you wanted anything more than 2 standard pages. To say that "they transfer" seems like a very, very blatant attempt to put in no effort towards compensation for making their money obsolete. Yes they were "free" to obtain, but they were so expensive that unless you were okay with not buying any champions or runes, it was difficult to get them. It doesn't seem like too much to ask for some form of simple compensation beyond an icon.

I also worry about the stat changes that will be implemented since specific runes will be gone. If magic penetration is not made easily available I worry about mages being too weak early and midgame, forcing most to rush a haunting guise just to apply any kind of good damage. It becomes much easier to build against AP while harder to build against MR when you can't have 8 or more penetration going into the game. An early hexdrinker or mercury treads will become stronger than flat AP can override them, especially since an AD champ will buy mercs and a hexdrinker early anyways.

I can only hope that Riot will listen to feedback and accept these criticisms before they cause an issue like dynamic queue and then reverse what they did several months later.

Urfgot7/20/2017, 7:27:30 PM22 votes

What about the players who have invested RP into the old Runes system?

DCYOUNG8887/20/2017, 6:15:22 PM21 votes

Am I the only one having a problem with seeing the images on this page?

mad mike dog7/20/2017, 8:28:49 PM17 votes

My Believe on the rune system is that it seems pretty sound. What worries me is the individual stat boosting of the champions. When you tailor every champion to their most noted strengths that leaves little room for going off meta. My example for this is Cho'gath. He is a champion that is most generally played as a tank warden, However I love to play him as a Burst Mage. What I envision Cho'gath's specified tailoring is his defensive capabilities being buffed (Health,MR,Armor) but leaving little to no AP for starting out. To me this makes mid lane Cho'gath not as potent as meta mid picks. My only thought around this problem is by making a way where we can choose the most reasonable start as in cho'gath's case A defensive start or offensive start.and I believe this can apply to most if not all champions not just in the terms of offensive or defensive but in the case of adc's it could be an Attack Damage Start or an Attack speed start. Thank you for your time riot

Titan77/21/2017, 1:56:29 AM16 votes

What about separate inventory space for Control Wards?

platinumphazer7/20/2017, 10:41:59 PM13 votes

Things change people. League is a free to play game, yes some of us spent real money on rune pages but that money went to improving and making LOL what it is today, so to expect compensation is ridiculous. While i have my fears about this new system it is only the beginning once its out they will see what works and what doesnt and fix accordingly and things will be better then they are now. I own 10 rune pages and almost every tier 3 rune along with every champ in the game. A refund would literally do nothing for me, im already sitting at 40,000 ip. its just now possible to compensate summoners such as myself for what i already put into the game but im not crying about it, Riot has been killing it ever since this game came out and I trust they will continue in the right direction.

Capt Hooks7/20/2017, 7:11:33 PM12 votes

I'm pretty sure these changes are going to be the end of league of legends for myself and many others...

[zombie-nunu-bummed]

UF Dan7/20/2017, 7:04:44 PM12 votes

@Riot I have 2 questions.

1.How will the change in base stats affect champions that can undergo different builds and play styles? For example, If i played AD tristana with the base stats under the Runes Reforged update, I'm sure I would start the game with high base AD and AS tailored for an ADC playstyle and build. But what if instead I wanted to play AP Tristana? Currently I'd be able to get into a game with Hybrid AP/AS runes, In the new system you proposed, would i be forced to start off with 0 AP and Magic Pen and only have base stats for an adc? I feel like this system can really hurt players who don't precisely follow the meta or just want to play something fun in a normals. What if I wanted to play AP Ezreal and I have no use for the AD and AS base stats, assuming these are the base stats you'd give to Ezreal under the new system? I think a neat solution would be if players have a 7th Rune/Rune Page where they choose between 4 Rune Pages/Base Stat "Packages": Hybrid AD/Lethality, Hybrid AD/AS, Hybrid AP/Magic Pen, Hybrid AS/AP. Still I'd like to hear how you guys will go about this problem.

2.How will the change in base stats affect champions who normally build Trinity Force/Sheen? Will Trinity Force only be viable on champions that have higher Base AD, Will you guys give Champions that normally build Tri-Force (Olaf,Nasus,Ezreal,Gangplank) higher Base AD to accommodate that build, or will the increase in AD not even be considered as a "Base Stat" to not disrupt the meta around Trinity Force?

xXDrHealsXx7/20/2017, 6:33:14 PM12 votes

I think its neat I wouldn't mind a cute little pet to do extra dmg or shields. FEAR ME AND MY FLUFFY*[zombie-nunu-hearts]*

Jobriq7/20/2017, 9:25:16 PM9 votes

Starting base AP values seems weird