A rework of the rune system (concept)

Moonfall Saber·5/22/2017, 3:37:07 PM·4 votes·563 views

Runes and rune pages are crazy expensive, especially for new accounts who do not even know what runes to buy. I know that reworking runes has been talked about before but I wanted to share my thoughts of it.

First off a new player only gets 2 rune pages. While this may work if you are a dedicated champion main and you can have one for your main and one as a general ad or ap page, the further you progress into the game the more you need more rune pages.

Idea number one: every champion you own gets one rune page for themselves. Only one. However you may buy additional pages for ip per champion. This allows players to have opertunities that don't force them to only play two types of specific champions.

Second big issue is that ammount of runes that you have to buy. It costs close to 6300 ip to fill up an entire page of runes. These runes are generally only good for specific champions meaning it costs around 4700 ip to fill up your second page after your first page.

Idea number two: remove the different kinds of runes and condense all 9 runes in a set into one rune for about 400 ip each. That's 3 runes per champion. Example: say you use scaling ap runes on Syndra on live now. I believe it's 28 AP at level 18. These are 9 runes that all do the same thing and it could easily be changed to be one rune. To insure that this would work correctly you would not be able to double up on the same rune type, however you could stack a set of non-scaling ap runes on top of the scaling ones to give even more AP.

Quints: Quints unlock with champion mastery level 5, 6, and 7. Quints cannot be used for ability power, attack power, crit, crit damage, armor, or ability power or any other combat stat. However quints give uniqueness to a champion such as giving movement speed or health regen or lower death time ect or any other out of combat benefit. Linking them to champion mastery would make this feel unique as if you have earned something really cool for playing your main that other people who don't main your champion do not have.

There would be a total of 6 rune possibilities per champion. 3 in combat runes and 3 out of combat runes.

Thanks for your time =]

3 Comments

realDRdeal5/22/2017, 4:54:41 PM1 votes

Sorry, but this would be a nightmare.

  1. People like me who own 100+ champs want to play league of legends, not league of manage your 100+ rune pages (2 or more for main champs).
  2. While combining 9 runes into 1 would save you ip, this makes it impossible to add a little bit of cdr or mana regen or some scaling resistances along sides some ap/hp/whatever.
  3. Champion mastery was never meant to and should not be a gate to a champion's power. There is no reason (other than experience using a champ) why a mastery lvl 7 gnar should be more powerful mastery lvl 5 gnar
TheGoomyGamer5/22/2017, 5:05:09 PM1 votes

No to the third idea, maybe to the other two. Maybe every third champion unlocks a runepage, but the runepages aren't champ exlusive. Also, simply lowering rune prices would be nice to still allow for customisation

mjcomics5/23/2017, 4:44:35 AM1 votes

For the first idea - neat concept but impractical. Say you've unlocked every champ in game, that leaves you with over 100 rune pages to manage. Instead, maybe you start with 0 rune pages (you don't need them at level 1) and you unlock a rune page every 5 levels (4 levels for first unlock) for a total of 6 pages. This way you have more options available to you when you first hit level 30, yet it is still manageable. Otherwise, if going with your original idea, the only thing that may help is to bind a page to [a] specific champion(s)....but that would still be upwards of 100 total pages to manage.

Second idea - reducing 9 runes into 1.....near completely removes the current ability to fine-tune with runes. Yes, maybe some consolidation may be possible, but with a reduction to 3-6 runes, not to 1. In exchange, slightly larger buffs to actual rune value can make up for no longer have 9 slots per rune type.

Third idea - This is pretty much what runes do anyways, and there are passive runes that exist, just like you mentioned. They just aren't the most popular of runes. Instead, maybe another reward is possible for reaching masteries 5/6/7 such as: -50/100/200 rp -exclusive skins only available with masteries 5/6/7 OR one free chroma at 5, one random skin at 6, and 1 skin of your choice (except victorious, legendary, or equally valuable skins) at 7. -1 free key/ 1 free chest/ 1 free key+chest etc.