Why do some runes cost 2000 ip?
Are they like statistically better?
Are they like statistically better?
Because Riot wants us to feel like grinding.
You know, that's why they don't want a sandbox mode.
Oh wait.
Why do some champions cost 6300 IP? Are they better?
But to answer your question, some of the more expensive runes are indeed better in what they ultimately give you. The more expensive runes are "safer" to choose because they usually give dual coverage on stuff. Scaling health quintessence runes, hybrid penetration runes and movement speed runes come to mind as some of the 2050 IP runes. They cover both damage types, and when doing solo queue into the unknown, are a more reliable choice to pick from. Basically these are the runes that if you have limited rune pages these runes will always be useful no matter what you're up against.
But not all 2050 quintessence runes are worth buying. Something like Greater quintessence of energy regeneration is a pretty pointless buy so use your noggin before buying them thinking they are guaranteed to be useful.
I don't know any reason for cost differences between marks/glyphs/seals.
Quints, the only ones that can go to 2000+, are more expensive because you only get 3 instead of 9.
Doesn't explain why quints are 500/1000/2000 ish though, nor why the others are 200/400/800 ish (as opposed to say, all 1000 and all 400).
I think the more expensive ones are the ones that are optimally used in the least amount of situations. Higher costs makes them less of a beginner's trap.
Why do they cost SO MUCH though? Because Rito greed, that's way.
Often it's not about statistically "better" but how much impact they can cause from their position. For instance hybrid pen runes are some of the most expensive marks because marks have the highest value offense runes (so higher pen values than blue or yellow) and hybrid pen is really strong on the champs that can abuse it most (ie mages w/ good poke who give up a minor amount of spell pen later for a more dominant lane phase w/ their auto attacks).
Similarly, flat CDR blues (and I think quints, not sure) are more expensive than scaling CDR because CDR is much harder to get early game than late. Depending on the champ this can have a huge impact. For instance Nasus becomes stronger by using q to stack, and so every time q is on cd or off cd and not used, you are losing potential damage increase. The difference in damage between a Nasus w/ CDR in the offense tree, flat CDR quints and blues (20% CDR level 1), who rushes a glacial shroud or kindle gem first item (30% CDR by 5 min prob if you start cloth 5 or ruby 2 respectively, buy immediately and tp back), and one w/ no CDR, is going to be HUGE at 20 minutes if they both use q every time it is up and get the CS with it. The larger impact early game and how strong capped CDR is on champs who use a lot of CDR, is why they cost more.
because F U thats why
Actually idk, but thats how it feels.
Because riot doesnt want its playerbase "TO grind".... Oh wait.....
The ones that cost so much are mainly specified runes that you will use on a really specific champion and playstyle.
The main reason they cost much more is that they want to discourage new players to buy them, as said they are quite specific and thus they want players with a tad more understanding of the game to access them. If you notice the more common ones are the cheapest ones.
Second is a IP sinker... truth is there are a lot of players with accounts from season 2, or season 1 or even season 3 with a lot of hours on the game that will most likely have every champion bough and can afford to buy every champion on release with ip alone. That allows them to feel like there is still a few things they need to buy to fill up the collection and they don't feel like the IP is worthless for them (since skins can't be buy with ip) kinda helps with the purpose of keep earning/spending ip and not end up with something like 10k Ip on the bank and have nothing to spend it on
Sandbox isn't that they don't want people grinding. It's that they don't want new players to feel they shouldn't play the game until they've learned to play the game in a sandbox. Slightly different.
Playing real games against real people to earn IP to buy runes isn't grinding, it's playing the damned game.
I think Riot values some stats over others in terms of their impact and that gets put into the game in different ways. CDR is capped at 40%, because, well 100% would be ridiculous wouldn't it? 40% is manageable on pretty much anyone across the board, so 40% works. Armour and MR are much cheaper than magic pen and armour pen, with perhaps the exception of % magic pen and armor pen, but that depends on the target. Health is exceptionally easier to find on items than tenacity because burning down health is meant to be easier than shaking off cc (although merc treads are a rather puzzlingexception to tenacity's scarcity). And I think since runes have the most impact in the early game, Riot balances the rune costs based on not only the stat's overall impact, but especially on it's early game impact.
Because Riot wants your money.
That will pretty much be the reason for anything being shit in this game.
I think that EXP quints costs 2k IP, so I'd say no.
its because riot has a messed up rune system...js