Coming This Preseason: Runes Reforged

Riot·5/31/2017, 11:00:15 PM·17 votes·593,400 views

Runes and Masteries have problems. These systems are complicated, hard to balance, and don't give you enough room to customize your playstyle or adapt to the situation in champ select. Recently, we've been talking about our plans for preseason and why we're combining Runes and Masteries into one streamlined pre-game system. Today, we'll dig into the specifics of how the new system will work.


Combined and Streamlined

Forging a better Runes system first means concentrating the system's power into fewer choices so that each selection matters more. In the current Runes and Masteries systems, there are roughly 60 distinct slots, but very few of those choices have a significant impact on how your champion plays. Most of these slots are used up equipping your character with "required" stats like attack speed, armor, and magic resist. This makes much of Rune/Mastery selection more of a chore than a choice. Additionally, splitting all of the power across so many pieces prevents us from making any of your choices important—or powerful—enough, to really be cool.

With this in mind we're moving those “required” stats into the background so you can focus on the parts that matter. Keystone Masteries were our first test of this new theory, concentrating more of the power into individual choices. As with Keystone Masteries, the new Runes system will focus less on passive stats (although there will still be some of that) and more on playstyle-defining effects.


How does it work?

You’ll head into each game with six Runes. These break down into three types: Keystone, Major, and Minor.


Keystones

You only get one Keystone Rune, it’s the strongest, and a direct evolution of Keystone Masteries. It shows up on the loading screen, the scoreboard, and will be most impactful in your moment to moment gameplay. Keystones are big, powerful effects that can shift what your champion does. Do you want to play patiently in fights and then explode with a burst of attack speed to crush the enemy team? How about having a pet that follows you around and helps you attack enemies or protect allies? Those are examples we're currently testing.

Berserk

3 seconds after damaging a champion you go Berserk, gaining 60% Attack Speed for 3 seconds. You can extend the effect to 10 seconds by attacking an enemy champion. Berserk lets you transcend the attack speed cap.

Perxie

Your attacks and abilities send Perxie to a target. Perxie shields allies by 40 - 120 based on level (+0.3AP or +0.3 bonus AD) or damages enemies for 10 + 40 based on level (+0.1AP or +0.15 bonus AD). Perxie cannot be sent out again until she returns to you.

Major Runes

Major Runes are the next tier down in power, and this is where we see the biggest break from the old Runes and Masteries systems. Here you’ll see effects that aren’t quite as tactical as keystones, but are much more potent than the types of things we’ve been able to do before. Major Runes will have visual/audio representation in the game, so you’ll be able to have feedback when they are happening and recognize their impact. We’ll look at two examples here. Both are still in progress but we really want to share these even though they’re still being worked on.

First, a tamer option, Overheal:

Overheal

Excess healing becomes a decaying shield, for up to 10% of your total health.

Overheal gives you strong synergy with champions that can heal you, or with your own healing/lifesteal. It can change the way you view fights as trying to poke or waveclear will keep your shield charged and give you that extra edge of durability for the next fight.

Next is a pretty different choice, Zombie Ward:

Zombie Ward

After killing an enemy ward, a friendly Zombie Ward is raised in its place. Zombie Wards are visible, last for 180 seconds and don't count towards your ward limit.

Zombie wards changes how you play the counter-vision game. As you go clear enemy vision, you'll leave your own vision behind, breaking your own ward cap.


Minor Runes

Minor Runes are quieter effects—they have a smaller impact on moment to moment gameplay but give you fun ways to specialize your champions. You’ll see effects of all kinds here, including things that help you scale, increase damage or defense, or give you free items, among many others options. Each minor Rune can help you to double down on a strength, react to an enemy matchup, or shore up a weakness.

Overcharger

+1% CDR per level, up to +10% CDR at level 10. Each percent of excess CDR is converted to +2 Ability Power or +1.4 Attack Damage, Adaptive.

Overcharger grants cooldown reduction as you level up and converts any CDR beyond the cap into AD or AP. This opens the door to brand new item builds.

Essence Thief

Gain 1 permanent max health when enemy minions die near you. Range: 1400 units

Essence Thief is an investment in late-game durability. Every nearby enemy minion that dies grants you a bonus, even if you aren’t the one that killed it.


Paths and Slots

We’ve been over the different types of Runes but not how you actually make your selections. Runes are assigned to Paths, each with its own theme, identity, and set of mechanics to explore. The Domination Path, for example, is about hunting down and blowing up targets. Inside each Path you’ll find a collection of choices, or slots, where you select one Rune from around three options. Each slot has a purpose for what you’ll be getting from it. Overcharger, for example, comes from a damage focused slot and is one of three damage oriented Runes.

Each Path has one Keystone slot, one Major slot, and two Minor slots.

Each Path has its own unique theme, identity, and set of slots. Runes are still a project in progress, but below is some concept art for the new Paths.

Here is an example of what a full slot might look like from the Domination path.

We’re trying a spin on an existing classic, Bounty Hunter. Bounty Hunter has been a popular mastery, but it’s difficult to give it an effect more specific than damage due to some of the limitations of current masteries. All three of these new Bounty Hunter options use the same stacking pattern (get a kill or assist on each enemy champion) but offer different rewards that let you adapt to what you anticipate your needs will be in that game.

Relentless Hunter

10 out of combat Movement Speed per Bounty Hunter stack. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.

Ingenious Hunter

5% Active Item CDR per Bounty Hunter stack. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.

Ravenous Hunter

2% Spellvamp per Bounty Hunter stack. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.

By making what we call “apples to apples” comparisons like this the decisions are easier to understand and adjust on the fly, while still asking deep, predictive questions about the game to come and what rewards you’ll need.

Not all of the slot comparisons are as direct as Bounty Hunter. Here is an example from the Resolve path showcasing a set of utility options.

Essence Thief

Gain 1 permanent max health when enemy minions die near you. Range: 1400

Don’t Panic

Heals and shields are 5% stronger, increased to 10% on targets below 40% health.

Panic!

Gain 10% Movement Speed towards nearby allies that are CC'ed or enemies that you CC. Range: 1500

Here you'd select between two situational defensive runes and Panic!, which increases your ability to stick to enemies or reach your allies who are in danger. The tradeoff is that opting into Panic! means sacrificing durability by not taking Essence Thief or Don’t Panic.

Each Rune page lets you fill out one complete Path while also choosing some elements from a different Path. We’ll talk more about how that aspect of the system works later.


Looking Forward to Preseason

These are big changes, and we think any new Runes should be more accessible than today's Runes so you can really explore the system. You shouldn’t have to choose between trying out a new rune build and buying a new champion. So the new runes will be free. This is a change that should positively affect everyone, since it allows us more freedom to tweak and balance Runes—something we were always hesitant to do with the old system. You'll also be able to freely edit them in champ select.

Runes today are a significant portion of what players unlock with IP, and making them free will have ripple effects on a lot of other things. Our current earning and rewards systems have a fair share of problems: new players face a huge grind before they can be competitive, and many veterans have piles of IP without anything to spend it on. So we’re going to take a step back and look at our earnings and rewards systems as a whole. We'll talk more about that stuff as we get closer to preseason.

This change has been a long time in the making, and the whole team is thrilled to discuss it with you now. Please let us know what you think and reach out with any questions you have. We'll share more details on Runes Reforged in the coming months.

1,116 Comments

Masterofchaos9996/1/2017, 6:31:25 PM127 votes

If you kill a zombie ward, does it spawn another zombie ward?

Tempest Janna6/1/2017, 6:11:29 PM70 votes

Any specifications on the rewards for players who purchased Runes and Rune Pages with IP/RP?

Jmpingspyder6/1/2017, 10:46:31 PM64 votes

Please correct me if I am misunderstanding, but how is this Runes Reforged at all? This seems like Masteries Remastered.... Again.

The thing that always made runes very different than masteries was that you could double down on a single strength or weakness at the cost of overall efficiency with your runes that were out of spec or you could balance your runes to get max power out of each of the three types. You also had the flexibility to spec your power early or late game with flat or scaling runes.

Masteries represented you specking into specific powers to fulfill your role, but you options were always very boxed in by the trees. Runes were a sandbox where you could build whatever you wanted. Albeit for most champs it didn't feel like much there was much sand, but it was YOUR sand.

I am all for rebuilding the rune and mastery system if it yields better play patterns over all. However, I don't like how this just feels like fewer options to customize since we are going to be locked into one or two "schools" like we are with current masteries, while loosing out on the element of flexibility that runes represented. I just want to keep some of the sand in the sandbox. Or at least have so many choices that I feel like there is sand in there.

An idea to toss out there is that rather than there being only 3 schools of new runes, make four schools. Three that you already named, and a fourth neutral school whose runes could speck into any school. These would be versatile runes that any champ could pick from at any time, and would probably represent slightly less power than specialized runes in specific schools, but would mean that a champ would not be boxed into a smaller set of choices if none of the predetermined choices felt great. This also would potentially allow for some of the doubling down that the current runes system allows. I think that Panic! is a great example of what should be a neutral rune if its numbers were trimmed just a bit, as it could be slotted into nearly any build and be useful.

Just my two cents, but Thanks for the hard work making a great game better.

Chønklord6/1/2017, 7:29:10 PM49 votes

First let me say, I really like the direction Riot is going in for the Runes and Honor system overall; I was actually in the process of writing a (VERY lengthy) post with suggestions on how to redesign the runes system, but scrapped the post due to being simply too much and too time consuming for me to invest energy into. It's nice to see that Riot actually is going in the direction that I, and many other players, were hoping for with the new rune system.

However, as an avid league player who thoroughly enjoys customizing the way I play each champion individually -- and often times making multiple niche rune pages for one champion -- I have many, many questions, concerns, and suggestions.

 




 

#Runes Reforged --- SUGGESTIONS

1. The New Rune Page Thematic and Look I know it's a WiP, but from taking a look at the new rune page screen, it really seems underwhelming and lacking any visual impact. I would like to see something similar to our current rune page "wheel", with the Keystone rune in the center of the wheel and the primary/secondary runes spread around it. You could even go fancy and make it look sort of three-dimensional and whatnot.


2. Rune Naming Schema I think you should move away from mythology based naming schemes altogether -- things like "runes", "marks", "glyphs" etc feel ancient (no pun intended) and really do not reflect the modernization of the new client and League overall. Not to mention it feels very ... unfocused, and can be confusing to new players as to what a "rune" is, et al

I suggest a new naming schema: Tokens (Runes) -- Force (Marks), Fortify (Seals), Augment (Glyphs), Enhance (Quints). Even if some or none of the original types of runes make it through the dev stage (i.e. quints becoming the "keystone"), you can still rename the new rune lines and what have you, for better clarity on what they accomplish.


3. New Rune Keystones and Rune Variations/Types It's hard to tell what is going to be done with the existing rune types and how they translate over to the new system; it's clear though that there seems to be much less emphasis on "number stat adjustments" and more on "big bold individual rune modifiers". As someone who really enjoys tweaking rune pages precisely, I hope you will find a way to bring that same level of minute tweaking with the new system, while adding even more variations on rune abilities.

Something I was in the process of writing up on my draft post for a new rune system, was the importance of increasing rune variety while also narrowing the power focus each type of rune has. For example, currently we have 9x runes of marks, glyphs and seals and 3x quints; although this seems gives a certain amount of expression in a full rune page, there actually isn't much in the way of variety given how the system is currently setup with min/max runes, and a lot of wasteful rune (gold/s, flat mana, exp, etc) -- not to mention the slew of just straight up inefficient runes like Scaling AD marks/seals.

It would behoove the rune development team to completely remove these extraneous, practically useless runes, and replace them with more varietal runes; I understand the new Rune Keystone acts as a focal point (and I assume replaces "quints" in a way), but you should still include more variety of basic rune types, while keeping their power delineated into individual runes instead of the 9x set we have now.

Example List of New Runes By Type:

  • Marks (9 Slots) Force Tokens (3 Slots)
  • 3x Attack Speed (+1.7% 5.1% AS)
  • Scaling AS -- New! (14%/lvl18)
  • 3x Flat AD (+0.95 2.84 AD)
  • 3x Scaling AD -- Upgraded! (2.43 AD/level18 14.58 AD/level18)
  • 3x Flat AP -- Changed! (Converted +3.6 AP)
  • 3x Scaling AP -- Changed! (Converted +9.18AP/level18)
  • Magic Resist (Removed)
  • Scaling MR (Removed)
  • Flat Health (Removed)
  • Scaling Health (Removed)
  • Armor (Removed)
  • 3x Precision (+1.13 Leth / +0.62 M.Pen +3.4 Leth / +1.86 M.Pen)
  • 3x Lethality (+1.60 Lethality +4.8 Lethality)
  • 3x Magic Pen (+0.87 M.Pen 2.6 M.Pen)
  • 3x Crit Chance (+0.93% 2.8% Chance)
  • 3x Crit Damage (+2.23% 6.69% Damage)
  • CDR (Removed)
  • Mana (Removed)
  • Mana/level (Removed)
  • Mana Regen (Removed)
  • Seals (9 Slots) Fortify Tokens (3 Slots)
  • 3x Flat Health (+8HP +24HP)
  • 3x Scaling Health (+24HP/lvl18 +72HP/lvl18)
  • 3x Percent Health (+0.5%HP +1.5%HP)
  • 3x Health Regen/5sec (+0.56/5s +1.68HP/5s)
  • 3x Scaling Health Regen/5sec (+1.98/5s +5.94HP/5s)
  • 3x Flat Armor (+1AR +3AR)
  • 3x Scaling Armor (+3AR/lvl18 +9AR/lvl18)
  • Attack Speed (Removed)
  • Flat AD (Removed)
  • Scaling AD (Removed)
  • Flat AP (Removed)
  • Scaling AP (Removed)
  • 3x Magic Resist -- Changed! (+4.02MR)
  • 3x Scaling MR -- Changed! (+9MR/level18)
  • Crit Chance (Removed)
  • Crit Damage (Removed)
  • CDR (Removed)
  • Mana (Removed)
  • Mana/level (Removed)
  • Mana Regen (Removed)
  • Scaling Mana Regen (Removed)
  • Energy Regen (MOVED)
  • Scaling Energy Regen (MOVED)
  • Gold / 10sec (Removed)
  • Glyphs (9 Slots) Augment Tokens (3 Slots)
  • Attack Speed (Removed)
  • Flat AD (Removed)
  • Scaling AD (Removed)
  • Flat AP (Moved)
  • Scaling AP (Moved)
  • Magic Resist (Moved)
  • Scaling MR (Moved)
  • Flat Health (Removed)
  • Scaling Health (Removed)
  • Health Regen/5sec (Removed)
  • Armor (Removed)
  • *Magic Pen (Removed)
  • Crit Chance (Removed)
  • Crit Damage (Removed)
  • 3x Flat CDR (-0.83%CD -2.5%CD)
  • 3x Scaling CDR (-1.67%CD/level18 -5.01%CD/level18)
  • 3x Mana -- Upgraded! (11.25 Mana +101 Mana)
  • 3x Scaling Mana -- Upgraded! (+25.56 Mana/level18 +213 Mana/level18)
  • 3x Mana Regen -- Upgraded! (+0.33 Mana Regen/5s +3 Mana Regen/5sec)
  • 3x Scaling Mana Regen -- Upgraded! (+1.2 Mana Regen/5s level18 +4 Mana Regen/5s level18)
  • 3x Energy -- Upgraded! (+2.2 Energy +40 Energy)
  • 3x Scaling Energy (+2.89 Energy/level18 +80 Energy/level18)
  • 3x Energy Regen -- Ugraded! (+0.63 Energy Regen/5sec +2.1 Energy Regen/5sec)
  • 3x Scaling Energy Regen -- Upgraded! (+1.15 Energy Regen/5sec level18 +4.2 Energy Regen/5sec level18)
  • Quints (3 Slots) Enhance Tokens (2 Slots)
  • 2x Life Steal (+3% LS)
  • 2x Spell Vamp (+4.2% SV)
  • 2x Move Speed (+3% MS)
  • 2x Immolate -- New! (DoT Burn Effect/5sec)
  • 2x Shred - New! (DoT 1.5AD/1sec)
  • 2x Boost Armor -- New! (Increased Armor [Flat or Scaling])
  • 2x Boost Health -- New! (Increased Health [Flat, Scaling, %, or Regen])
  • 2x Boost MR -- New! (Increased MR [Flat or Scaling])
  • 2x Boost Attack -- New! (Increased AD [Flat or Scaling])
  • 2x Boost Ability -- New! (Increased AP [Flat or Scaling])
  • 2x Boost Lethality -- New! (Increased Lethality [Flat])
  • 2x Boost Precision -- New! (Increased Precision [Flat or Scaling])
  • 2x Boost Magic Pen -- New! (Increased M.Pen [Flat])
  • 2x Boost CDR -- New! (Increased CDR [Flat or Scaling])
  • 2x Boost Crit Chance -- New! (Increased Crit Chance [%])
  • 2x Boost Crit Damage -- New! (Increased Crit Damage [%])

##Keystone Rune Ideas

  • Keystone Tokens (1 slot)
  • Overdrive (Significantly boost Movespeed % for X amount of time when X happens [WiP])
  • Goliath (Summons the Spirit of a Shogun and causes enemies in X radius to Flee for X seconds [WiP])
  • Liquid Defense (When taking X amount of burst damage, triggers a protective, fluidic sphere that negates X% of incoming damage [WiP])
  • Sonic Shock (Every X seconds, passively emits a shockwave around champion, slowing enemies for X seconds by X%, and silencing their abilities for 0.5seconds [WiP])
  • God's Armament (Passively provides extreme levels of Armor, MR and Health when X [WiP])
  • Susanoo (For every X attack over X amount of damage done, summons an ethereal sword that strikes the enemy 3 times in rapid succession, or parries 3 AAs from any source, so long as incoming damage is X amount [WiP])
  • Shadow Walk (Passive -- So long as no damage is done to enemies, allows the user to temporarily increase movespeed by X%, and provides a stealth shroud by bending light in the surrounding environment for X seconds. High Cooldown, disabled by taking damage from any source [WiP])
  • Commandment (Increases durability and damage output of nearby allied turrets within X radius [WiP])
  • Refractive Shielding (Passive -- Creates a prismatic barrier which blocks a portion of incoming projectile damage from one direction. Barrier can only mitigate X amount of damage before failing. User must not take damage for X seconds in order for the barrier to reinitialize itself [WiP])
  • Transfusion (Passive -- Every X number of spells or attacks, converts X% of champion's HP into AP(or AD) damage. Health regen is temporarily increased by X amount for X time [WiP])
  • I Will Survive (Passive -- When user is taunted, stunned, snared, rooted, or otherwise immobilized, provides 3 short bursts of HP, based on X% Bonus HP amount [WiP])
Furious Ignacio6/1/2017, 7:55:34 PM45 votes

I think this is really cool and all, but personally, I feel like the whole "must choose runes from a certain path" thing is too restricting. Hear me out here rito. What if, instead of being forced down a certain path it was similar to the following:

  • Choose any runes you want (still keeping keystone/major/minor limitations, just ignoring its designated path)
  • Rune pages just straight up give you some moderate stat bonuses (maybe stat scaling would be cool?) which we'll refer to as the set bonus
  • Each rune belongs to a set (can be same as the paths you are designing)
  • If your rune page has x runes from the same set, then the set bonus changes from being bonus stats to something else (a bonus effect, reorganized stats, etc.)

Example:

You have the three bounty hunter runes (as above) in your rune page, so your set bonus changes to "You can gain additional bounty stacks by killing baron and/or any dragon, up to 7 stacks"

Aquabatz6/1/2017, 8:45:40 PM37 votes

By doing this thing with "Paths" you are essentially just creating the same exact cookie-cutter situation as before. Allow actual thoughtful choices for each match by having every rune for each slot selectable in one page.

Vampuru6/1/2017, 6:34:34 PM36 votes

can you not make the masteries look like any champion abilities or skins

Elswayre6/1/2017, 6:23:52 PM29 votes

any plans to buff champs that relied on runes to be competitive? or are you planning on having runes that bring early game strength? for example some junglers rely on armor runes

Galphed6/1/2017, 8:47:46 PM24 votes

Im very uneasy about this I love the rune system personally, without the Movement speed Quints TwistedFate would get destroyed, Also magic and armor pen runes have massive game impact imo. Just not sure what they are trying to accomplish here seem like this system would make some champs crazy strong and leaving others that really need the small boost from the current rune system high and dry.

Oelyk6/1/2017, 6:05:36 PM21 votes

Whoa! These look like they are definitively going to shake things up!

Are current keystone masteries going to be transferred and/or modified into the new system?

Coleslaw6/1/2017, 10:48:54 PM20 votes

I think forcing "paths" to be taken inhibits our ability to make decisions. Rather than individual choices about each and every rune that we want, we're instead making a choice to go with one of four paths, and then making a choice for one of three runes in each tier on that path. When you limit options, you're increasing the odds that there is a "correct" choice for each champion along each path, and increasing the odds that there is a "correct" path for each champion to take.

This can be especially frustrating if a specific keystone has excellent synergy with a champion - you're now stuck on the path of that keystone, and your minor and major runes may be less exciting or fitting to your playstyle than those available in other paths.

It's kind of weird to think, but a Call of Duty-style "Pick 10" system might actually work better here. Give a cost to each tier of rune, give us a maximum amount we can spend, and give us the freedom to do what we want. More choices and options are more fun. I really think they got their Create A Class function excellent after iterating on it for a decade, and this rune system seems to be trying to do the same thing. Maybe look at what a different studio put on the table and see if borrowing and iterating on some ideas might lend to a better League experience.

SciFi Scrivener6/1/2017, 6:48:54 PM16 votes

Ok, I'm a bit slow, so can you clear this up for me. Does this replace both the runes and mastery system we have now with one single system?

Mansana6/1/2017, 6:46:44 PM16 votes

I just hope there is enough rune variety for the many different champions and play styles.

Awesomeballz6/1/2017, 6:29:52 PM13 votes

Will the new rune system be available to players at summoner level 1, or will they be awarded through the climb to level 30 like summoner spells? also, are they completely interchangeable or when we start a certain "path" are we stuck to runes of that type only? I apologize I didn't quite understand.

D2Vincent6/1/2017, 6:23:58 PM5 votes

do you already have all the different runes designed already? I was just curious as to what runes do you think I should run for my main man Karthus :P

A Wild Minccino6/1/2017, 6:26:21 PM4 votes

looking around, I noticed you mentioning at the start that you go into game with 6 runes, and lter explain that a path provides only 4 (A Keystone, Major, and 2 Minors). However i also saw in one image something titled a Lorem Ipsum, with two runes underneath it. Is this another major secret regarding runes, did you forget to mention it in this article, or are you wanting people to start asking questions?