New Runes System

Janakin·11/12/2017, 4:00:50 PM·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

Kazymandias11/12/2017, 4:30:17 PM3 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.

Dirty Bastard11/12/2017, 4:02:37 PM1 votes

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

Chembaron Yamada11/12/2017, 10:14:21 PM1 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.