New Runes System

Janakin··2 votes·603 views

How would you guys like, if there were no rune categories? Just, lets say, 30-40 of runes. And you could take, lets say, 7-10 of them into the game. Some of the runes could possibly look like this:

  • every consecutive CC on you lasts 20 % less than the previous one. First CC on you with no duration reduction. Cooldown 10 s. (viable against teams with heavy CC that would apply chain stuns on you)
  • take 20 % less damage from all jungle monsters (core rune for junglers)
  • live 2 seconds after you die, dealing 70 % of the damage (viable rune especially for ADCs against teams with high burst damage)
  • 20 % of the magical damage on you is converted into physical (Good against teams with like 4 ADs and 1 AP, as you are going to build more armor than MR)
  • 20 % of the physical damage on you is converted into magical (similar to previous one)
  • 20 % of the true damage on you is converted half into magic, half into physical (Viable rune for tanks against champions like vayne, olaf, master yi, ...)
  • 15 % summoner spells cooldown reduction (Having flash cooldown reduced can be pretty important, especially on ADC)

I am pretty sure I could create some more. And runes like these + some of the runes from previous rune system + some of the runes from the current rune system... It would be enough. Personally I would love to have this in league.

Let me know what you think guys. Your feedback is more than welcome.

9 Comments

Kazymandias3 votes

The whole "N branches you can develop like a career" thing is SO overdone in online games. It's been that way by default since EverQuest's Alternative Advancements, at least.

So while I theoretically find the "choose a path to develop" concept (as things are now in new Runes and every other game's "secondary improvements" system out there) interesting, I'd find some other system very stimulating. Note that the old Runes system might technically have been different, but ultimately it was very restrictive, essentially you had three mini-careers without even a "path" to develop on them, which was specifically intended to force you into some arbitrary kind of "balance" that you may sincerely have hated wasting slots on.

And, of course, what we have now aren't even Runes at all. They're just Masteries slightly buffed. This fools nobody, and strips away a lot of choices that even the restrictive runes system used to offer, so that all it's done is oversimplify the system, which makes it a bit less stimulating.

Janakin2 votes

True, but damn it, this isn't RPG/MMORPG, this is MOBA. Making players think about your and the enemy team composition, and then based on that take the runes you find useful, would be way better concept than something like the RPG style "develop two-handed swordsmanship skills" IMHO.

Need Gold 4 Tent1 votes

{quoted}

The whole "N branches you can develop like a career" thing is SO overdone in online games. It's been that way by default since EverQuest's Alternative Advancements, at least.

So while I theoretically find the "choose a path to develop" concept (as things are now in new Runes and every other game's "secondary improvements" system out there) interesting, I'd find some other system very stimulating. Note that the old Runes system might technically have been different, but ultimately it was very restrictive, essentially you had three mini-careers without even a "path" to develop on them, which was specifically intended to force you into some arbitrary kind of "balance" that you may sincerely have hated wasting slots on.

The oldest ones were quite free in the sense that you could spec into anything you wanted as long as you had the prerequisite stat.

Dirty Bastard1 votes

but wouldn't ppl then just stack all op runes?

Janakin1 votes

Not if we made them all equally viable :-).

Chembaron Yamada1 votes

This idea has 2 major problems in my opinion.

  1. Giving you the freedom to take any rune you want without having to invest in trees will make balancing way harder. There are alot of possible combinations already with the system, that new system would have way too many combinations they would have to balance with each other in mind.

  2. There were already people that were kinda overwhelmed by the rune system and having to edit their pages before the game. That new system makes decisions even harder, the time pressure will be even bigger and as long as you don't want to make the pre game take 10 minutes alone for runes, you won't be able to use that greater diversity, since you would have to plan your runes before the match starts anyway.

So my conclusion is that I prefer the current system.

Janakin1 votes
  1. Not necessarily. It's all about the way you design the runes. I feel like Riot is currently using logic like "hey, this would be cool, let's add it into the game", rather than "let's add this into the game, as it will make (something)". If you're using logic right from the design, there would be no problems with balance.

  2. Imagine there are 30 runes in total. Make 3 categories, e.g. offense, defense, utility. Each containing approximately 10 runes. And you can pick 8 runes in total. If you know what runes are out there, 60 seconds should really be enough to setup your runes. And again, it's about the design of runes.

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