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[Patch 6.1] League of Legends General Discussion - Page 16

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Gameplay discussion should go in the Gameplay Discussion thread. Gameplay discussion includes, but is not exclusive to:
  • Runes and masteries
  • Item builds
  • Jungle paths
  • Playstyle and skill order for new/updated champions
cLutZ
Profile Joined November 2010
United States19574 Posts
January 21 2016 04:41 GMT
#301
On January 21 2016 11:35 wei2coolman wrote:
I mean how much IP do you really need to get a generic set of tier 3 rune pages that work for a majority of champions?

AD-reds (will help in last hitting regardless of lane), Armor (or flat health) yellows, scaling mr blues, and AD quints (more last hitting for newbs).


False equivalency. This argument was valid for a while in this game, but even different ADCs use different runes now, and it greatly affects lvl 1-6.
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

The first 5-10 minutes are typically the most important of the game.

On January 21 2016 13:06 Frolossus wrote:
Show nested quote +
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.

yeah but runes aren't gonna be the reason you win or lose lane let alone the whole game until very high elo.
in any case it's not something new players need to worry about until they've played at least their first 1-2000 games

people just look for things to bitch about or deflect blame away from the real issue which is simply not trying to get better at the game.


No, actually they are the reason you win or lose because your objective in any normal game is not to defeat Faker, it is to defeat someone of approximately equal skill level to you. Regardless of where your skill level is, lacking runes, and lacking champions means your ELO will be artificially deflated.
On January 21 2016 13:11 KissBlade wrote:
Show nested quote +
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.


Eh at the same time, you can pretty much roll

Attack dmg/Mpen reds
Armor Yellows
MR Blues
AP Quints/(Attack based quints of choice)

And call it a day with two rune pages. The rune differences are fairly negligible imo until you get some very precise matchups where every bit counts. When I play on my main with an optimized set of 20 runes and then on my alt with totally crap runes (I'm still using tier 2.5 runes from the halloween event as an example) They both get to similar ranked games with really no difference between the two. Yeah granted sometimes I'll wish I had the full armor page for a specific matchup to play into or w/e but I can just easily pick or play around that matchup tbh.


That hasn't been acceptable since they did the rune rework. Yes, the 2-5 basic runepages argument was fairly valid in S1-3, but if you continue to say this you are completely out of step with the reality of even Silver League LOL.
On January 21 2016 13:29 Gahlo wrote:
Show nested quote +
On January 21 2016 13:19 PrinceXizor wrote:
On January 21 2016 13:15 Frolossus wrote:
i feel like people would complain about all the runes that are sometimes used but not in those standard sets just like they are complaining right now about not having standard sets.

as it is 3 basic runepages doesn't take very long to unlock if you actually want them instead of dumping your ip into expensive champions.

i recall getting 3 runepages within the first 4-5 months of playing and that was ~6 years ago before they reduced the price on everything.

The problem is runes are this empty void with no guidance.

They are obtuse. its nearly impossible for a new player to figure out which runes are good without sitting down with a calculator or an online guide. and even then they'd have to know the champs they like playing and the matchups.

having free or extremely cheap archetypal runes lets people who want to focus on play not have to concern themselves with runes, and lets players who want what runes give, have at least SOME guidance instead of being thrown to the wolves. Runes are not sexy like new champs are, so unless you get some for free, new players will often overlook them, and be objectively worse than people of the same skill level with proper runes set up (because they had a friend help them, or looked it up online or whatever). in the worst cases, you won't have any Ip to correct the issue because you kept unlocking new champs instead of doing the right thing and saving for runes instead of getting a champ because its new and shiny.

Which is kind of why Phreak released a youtube video yesterday talking about runes that was ~38 minutes long and has been on the front page of /r/leagueoflegends since then.

Seriously, I don't even understand this mentality that runes don't matter. That the standard runepages are good enough is the S2 mindset, and not just because we know more about the game, but because they ruined all the "best" runes in order to create "rune diversity". In the old world this was a fair argument, and actually, that should be the way the game is balanced: 1-2 standard rune pages that are optimal (even for pros) in 9/10 situations, plus the ability to customize in minor ways like going for some cheeses with XP runes.
Freeeeeeedom
Frolossus
Profile Joined February 2010
United States4779 Posts
Last Edited: 2016-01-21 05:22:40
January 21 2016 04:42 GMT
#302
On January 21 2016 13:41 cLutZ wrote:
Show nested quote +
On January 21 2016 11:35 wei2coolman wrote:
I mean how much IP do you really need to get a generic set of tier 3 rune pages that work for a majority of champions?

AD-reds (will help in last hitting regardless of lane), Armor (or flat health) yellows, scaling mr blues, and AD quints (more last hitting for newbs).


False equivalency. This argument was valid for a while in this game, but even different ADCs use different runes now, and it greatly affects lvl 1-6.
Show nested quote +
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

The first 5-10 minutes are typically the most important of the game.

Show nested quote +
On January 21 2016 13:06 Frolossus wrote:
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.

yeah but runes aren't gonna be the reason you win or lose lane let alone the whole game until very high elo.
in any case it's not something new players need to worry about until they've played at least their first 1-2000 games

people just look for things to bitch about or deflect blame away from the real issue which is simply not trying to get better at the game.


No, actually they are the reason you win or lose because your objective in any normal game is not to defeat Faker, it is to defeat someone of approximately equal skill level to you. Regardless of where your skill level is, lacking runes, and lacking champions means your ELO will be artificially deflated.
Show nested quote +
On January 21 2016 13:11 KissBlade wrote:
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.


Eh at the same time, you can pretty much roll

Attack dmg/Mpen reds
Armor Yellows
MR Blues
AP Quints/(Attack based quints of choice)

And call it a day with two rune pages. The rune differences are fairly negligible imo until you get some very precise matchups where every bit counts. When I play on my main with an optimized set of 20 runes and then on my alt with totally crap runes (I'm still using tier 2.5 runes from the halloween event as an example) They both get to similar ranked games with really no difference between the two. Yeah granted sometimes I'll wish I had the full armor page for a specific matchup to play into or w/e but I can just easily pick or play around that matchup tbh.


That hasn't been acceptable since they did the rune rework. Yes, the 2-5 basic runepages argument was fairly valid in S1-3, but if you continue to say this you are completely out of step with the reality of even Silver League LOL.
Show nested quote +
On January 21 2016 13:29 Gahlo wrote:
On January 21 2016 13:19 PrinceXizor wrote:
On January 21 2016 13:15 Frolossus wrote:
i feel like people would complain about all the runes that are sometimes used but not in those standard sets just like they are complaining right now about not having standard sets.

as it is 3 basic runepages doesn't take very long to unlock if you actually want them instead of dumping your ip into expensive champions.

i recall getting 3 runepages within the first 4-5 months of playing and that was ~6 years ago before they reduced the price on everything.

The problem is runes are this empty void with no guidance.

They are obtuse. its nearly impossible for a new player to figure out which runes are good without sitting down with a calculator or an online guide. and even then they'd have to know the champs they like playing and the matchups.

having free or extremely cheap archetypal runes lets people who want to focus on play not have to concern themselves with runes, and lets players who want what runes give, have at least SOME guidance instead of being thrown to the wolves. Runes are not sexy like new champs are, so unless you get some for free, new players will often overlook them, and be objectively worse than people of the same skill level with proper runes set up (because they had a friend help them, or looked it up online or whatever). in the worst cases, you won't have any Ip to correct the issue because you kept unlocking new champs instead of doing the right thing and saving for runes instead of getting a champ because its new and shiny.

Which is kind of why Phreak released a youtube video yesterday talking about runes that was ~38 minutes long and has been on the front page of /r/leagueoflegends since then.

Seriously, I don't even understand this mentality that runes don't matter. That the standard runepages are good enough is the S2 mindset, and not just because we know more about the game, but because they ruined all the "best" runes in order to create "rune diversity". In the old world this was a fair argument, and actually, that should be the way the game is balanced: 1-2 standard rune pages that are optimal (even for pros) in 9/10 situations, plus the ability to customize in minor ways like going for some cheeses with XP runes.

your objective should be learning, not beating anyone. giving them free runes doesn't help them learn anything
in those 5-10 minutes, is it gonna be the 10 AP or the 5 missed skill shots or horrible mispositioning & over extension that led to you getting ganked that is the reason you lost? in 99% of cases it's not the 10 ap.

and even in the 1% of situations where 10 ap does make the difference, look first at your farm and see whether or not you are CSing perfectly, if you aren't then that's the difference between having an amp tome or a blasting wand. then look to see how you could've either taken less damage yourself or done more damage to the other guy.

i do think that if the rune system needs to be adjusted, the first things that should be considered are getting rid of the slot unlocks per level and some sort of upgrade route from tier 1s to tier 3s.

additionally, tier 1's offer >50% of the stats of a tier 3 rune for like 1/35th cost or better. if you really really wanted to min/max your runes early on you can do that. the difference between tier 1 and tier 3 vs no runes and tier 3 is already good enough to consider if you are a real new player.
Gahlo
Profile Joined February 2010
United States35174 Posts
January 21 2016 04:54 GMT
#303
On January 21 2016 13:32 PrinceXizor wrote:
Show nested quote +
On January 21 2016 13:29 Gahlo wrote:
Which is kind of why Phreak released a youtube video yesterday talking about runes that was ~38 minutes long and has been on the front page of /r/leagueoflegends since then.

Yeah but. like i said, you shouldn't need to look to outside help or a calculator to begin to understand runes and rune pages.There's little difference between watching a video or visiting reddit than looking at a guide online. both are extra-client ways to learn something that is absolutely not taught to new players in the game. It's possible to play to 30 without even knowing anything about runes. that's insane for something so fundamental to the game. I mean damn can you imagine if the same thing was applied to summoner spells?

Fro, repeating "get good" and "play better than you are" as reason to keep new players in the dark about runes is completely missing the point.


I'm sorry, but I completely disagree. If somebody picks up a new game and wants to improve, they go and look at outside sources. Not having a depth of knowledge in runes isn't a major detriment in the vast majority of cases and it isn't Riot's job to make that super apparent to players. Could they get rid of some real ass runes that will never be good like AD glyphs? Yeah, but such is life.
wei2coolman
Profile Joined November 2010
United States60033 Posts
January 21 2016 04:56 GMT
#304
On January 21 2016 13:41 cLutZ wrote:
Show nested quote +
On January 21 2016 11:35 wei2coolman wrote:
I mean how much IP do you really need to get a generic set of tier 3 rune pages that work for a majority of champions?

AD-reds (will help in last hitting regardless of lane), Armor (or flat health) yellows, scaling mr blues, and AD quints (more last hitting for newbs).


False equivalency. This argument was valid for a while in this game, but even different ADCs use different runes now, and it greatly affects lvl 1-6.

I'm just talking about a generic rune list is efficient enough that it minimizes the difference between players wiht optimized runes and a player with no runes.
liftlift > tsm
cLutZ
Profile Joined November 2010
United States19574 Posts
January 21 2016 05:22 GMT
#305
On January 21 2016 13:42 Frolossus wrote:
Show nested quote +
On January 21 2016 13:41 cLutZ wrote:
On January 21 2016 11:35 wei2coolman wrote:
I mean how much IP do you really need to get a generic set of tier 3 rune pages that work for a majority of champions?

AD-reds (will help in last hitting regardless of lane), Armor (or flat health) yellows, scaling mr blues, and AD quints (more last hitting for newbs).


False equivalency. This argument was valid for a while in this game, but even different ADCs use different runes now, and it greatly affects lvl 1-6.
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

The first 5-10 minutes are typically the most important of the game.

On January 21 2016 13:06 Frolossus wrote:
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.

yeah but runes aren't gonna be the reason you win or lose lane let alone the whole game until very high elo.
in any case it's not something new players need to worry about until they've played at least their first 1-2000 games

people just look for things to bitch about or deflect blame away from the real issue which is simply not trying to get better at the game.


No, actually they are the reason you win or lose because your objective in any normal game is not to defeat Faker, it is to defeat someone of approximately equal skill level to you. Regardless of where your skill level is, lacking runes, and lacking champions means your ELO will be artificially deflated.
On January 21 2016 13:11 KissBlade wrote:
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.


Eh at the same time, you can pretty much roll

Attack dmg/Mpen reds
Armor Yellows
MR Blues
AP Quints/(Attack based quints of choice)

And call it a day with two rune pages. The rune differences are fairly negligible imo until you get some very precise matchups where every bit counts. When I play on my main with an optimized set of 20 runes and then on my alt with totally crap runes (I'm still using tier 2.5 runes from the halloween event as an example) They both get to similar ranked games with really no difference between the two. Yeah granted sometimes I'll wish I had the full armor page for a specific matchup to play into or w/e but I can just easily pick or play around that matchup tbh.


That hasn't been acceptable since they did the rune rework. Yes, the 2-5 basic runepages argument was fairly valid in S1-3, but if you continue to say this you are completely out of step with the reality of even Silver League LOL.
On January 21 2016 13:29 Gahlo wrote:
On January 21 2016 13:19 PrinceXizor wrote:
On January 21 2016 13:15 Frolossus wrote:
i feel like people would complain about all the runes that are sometimes used but not in those standard sets just like they are complaining right now about not having standard sets.

as it is 3 basic runepages doesn't take very long to unlock if you actually want them instead of dumping your ip into expensive champions.

i recall getting 3 runepages within the first 4-5 months of playing and that was ~6 years ago before they reduced the price on everything.

The problem is runes are this empty void with no guidance.

They are obtuse. its nearly impossible for a new player to figure out which runes are good without sitting down with a calculator or an online guide. and even then they'd have to know the champs they like playing and the matchups.

having free or extremely cheap archetypal runes lets people who want to focus on play not have to concern themselves with runes, and lets players who want what runes give, have at least SOME guidance instead of being thrown to the wolves. Runes are not sexy like new champs are, so unless you get some for free, new players will often overlook them, and be objectively worse than people of the same skill level with proper runes set up (because they had a friend help them, or looked it up online or whatever). in the worst cases, you won't have any Ip to correct the issue because you kept unlocking new champs instead of doing the right thing and saving for runes instead of getting a champ because its new and shiny.

Which is kind of why Phreak released a youtube video yesterday talking about runes that was ~38 minutes long and has been on the front page of /r/leagueoflegends since then.

Seriously, I don't even understand this mentality that runes don't matter. That the standard runepages are good enough is the S2 mindset, and not just because we know more about the game, but because they ruined all the "best" runes in order to create "rune diversity". In the old world this was a fair argument, and actually, that should be the way the game is balanced: 1-2 standard rune pages that are optimal (even for pros) in 9/10 situations, plus the ability to customize in minor ways like going for some cheeses with XP runes.

your objective should be learning, not beating anyone. giving them free runes doesn't help them learn anything
in those 5-10 minutes, is it gonna be the 10 AP or the 5 missed skill shots or horrible mispositioning & over extension that led to you getting ganked that is the reason you lost? in 99% of cases it's not the 10 ap.

and even in the 1% of situations where 10 ap does make the difference, look first at your farm and see whether or not you are CSing perfectly, if you aren't then that's the difference between having an amp tome or a blasting wand. then look to see how you could've either taken less damage yourself or done more damage to the other guy.

i do think that if the rune system needs to be adjusted, the first things that should be considered are getting rid of the slot unlocks per level and some sort of upgrade route from tier 1s to tier 3s.

additionally, tier 1's offer >50% of the stats of a tier 3 rune for like 1/10th cost. if you really really wanted to min/max your runes early on you can do that. the difference between tier 1 and tier 3 vs no runes and tier 3 is already good enough to consider if you are a real new player.


You really don't understand people, do you? Most people only play ranked so they can try and get the end of season rewards.
Freeeeeeedom
Frolossus
Profile Joined February 2010
United States4779 Posts
Last Edited: 2016-01-21 05:27:53
January 21 2016 05:23 GMT
#306
On January 21 2016 14:22 cLutZ wrote:
Show nested quote +
On January 21 2016 13:42 Frolossus wrote:
On January 21 2016 13:41 cLutZ wrote:
On January 21 2016 11:35 wei2coolman wrote:
I mean how much IP do you really need to get a generic set of tier 3 rune pages that work for a majority of champions?

AD-reds (will help in last hitting regardless of lane), Armor (or flat health) yellows, scaling mr blues, and AD quints (more last hitting for newbs).


False equivalency. This argument was valid for a while in this game, but even different ADCs use different runes now, and it greatly affects lvl 1-6.
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

The first 5-10 minutes are typically the most important of the game.

On January 21 2016 13:06 Frolossus wrote:
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.

yeah but runes aren't gonna be the reason you win or lose lane let alone the whole game until very high elo.
in any case it's not something new players need to worry about until they've played at least their first 1-2000 games

people just look for things to bitch about or deflect blame away from the real issue which is simply not trying to get better at the game.


No, actually they are the reason you win or lose because your objective in any normal game is not to defeat Faker, it is to defeat someone of approximately equal skill level to you. Regardless of where your skill level is, lacking runes, and lacking champions means your ELO will be artificially deflated.
On January 21 2016 13:11 KissBlade wrote:
On January 21 2016 12:58 wei2coolman wrote:
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

Obviously, in plastic 5, runes don't mean shit.

But, the problem is as a person climbs ladder, lack of runes become a serious "invisible" wall to a lot of players. Which sucks, because majority of players will get champs with IP instead of runes.

also, majority of games are determined by the first 20 minutes in solo queue.


Eh at the same time, you can pretty much roll

Attack dmg/Mpen reds
Armor Yellows
MR Blues
AP Quints/(Attack based quints of choice)

And call it a day with two rune pages. The rune differences are fairly negligible imo until you get some very precise matchups where every bit counts. When I play on my main with an optimized set of 20 runes and then on my alt with totally crap runes (I'm still using tier 2.5 runes from the halloween event as an example) They both get to similar ranked games with really no difference between the two. Yeah granted sometimes I'll wish I had the full armor page for a specific matchup to play into or w/e but I can just easily pick or play around that matchup tbh.


That hasn't been acceptable since they did the rune rework. Yes, the 2-5 basic runepages argument was fairly valid in S1-3, but if you continue to say this you are completely out of step with the reality of even Silver League LOL.
On January 21 2016 13:29 Gahlo wrote:
On January 21 2016 13:19 PrinceXizor wrote:
On January 21 2016 13:15 Frolossus wrote:
i feel like people would complain about all the runes that are sometimes used but not in those standard sets just like they are complaining right now about not having standard sets.

as it is 3 basic runepages doesn't take very long to unlock if you actually want them instead of dumping your ip into expensive champions.

i recall getting 3 runepages within the first 4-5 months of playing and that was ~6 years ago before they reduced the price on everything.

The problem is runes are this empty void with no guidance.

They are obtuse. its nearly impossible for a new player to figure out which runes are good without sitting down with a calculator or an online guide. and even then they'd have to know the champs they like playing and the matchups.

having free or extremely cheap archetypal runes lets people who want to focus on play not have to concern themselves with runes, and lets players who want what runes give, have at least SOME guidance instead of being thrown to the wolves. Runes are not sexy like new champs are, so unless you get some for free, new players will often overlook them, and be objectively worse than people of the same skill level with proper runes set up (because they had a friend help them, or looked it up online or whatever). in the worst cases, you won't have any Ip to correct the issue because you kept unlocking new champs instead of doing the right thing and saving for runes instead of getting a champ because its new and shiny.

Which is kind of why Phreak released a youtube video yesterday talking about runes that was ~38 minutes long and has been on the front page of /r/leagueoflegends since then.

Seriously, I don't even understand this mentality that runes don't matter. That the standard runepages are good enough is the S2 mindset, and not just because we know more about the game, but because they ruined all the "best" runes in order to create "rune diversity". In the old world this was a fair argument, and actually, that should be the way the game is balanced: 1-2 standard rune pages that are optimal (even for pros) in 9/10 situations, plus the ability to customize in minor ways like going for some cheeses with XP runes.

your objective should be learning, not beating anyone. giving them free runes doesn't help them learn anything
in those 5-10 minutes, is it gonna be the 10 AP or the 5 missed skill shots or horrible mispositioning & over extension that led to you getting ganked that is the reason you lost? in 99% of cases it's not the 10 ap.

and even in the 1% of situations where 10 ap does make the difference, look first at your farm and see whether or not you are CSing perfectly, if you aren't then that's the difference between having an amp tome or a blasting wand. then look to see how you could've either taken less damage yourself or done more damage to the other guy.

i do think that if the rune system needs to be adjusted, the first things that should be considered are getting rid of the slot unlocks per level and some sort of upgrade route from tier 1s to tier 3s.

additionally, tier 1's offer >50% of the stats of a tier 3 rune for like 1/10th cost. if you really really wanted to min/max your runes early on you can do that. the difference between tier 1 and tier 3 vs no runes and tier 3 is already good enough to consider if you are a real new player.


You really don't understand people, do you? Most people only play ranked so they can try and get the end of season rewards.

then guess what? a rune page won't get them there!
how do you get your end of season rewards? by improving, not winning.
cLutZ
Profile Joined November 2010
United States19574 Posts
January 21 2016 05:28 GMT
#307
Thats the opposite of reality...

Easiest way to get rewards is just to win placement matches by getting carried by a Wildturtle smurf.
Freeeeeeedom
Frolossus
Profile Joined February 2010
United States4779 Posts
Last Edited: 2016-01-21 05:39:50
January 21 2016 05:33 GMT
#308
On January 21 2016 14:28 cLutZ wrote:
Thats the opposite of reality...

Easiest way to get rewards is just to win placement matches by getting carried by a Wildturtle smurf.

so despite the obvious troll bait here, tell me more about these wild turtle smurfs below gold elo in solo queue games. that are also somehow carrying most of the playerbase.
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
Last Edited: 2016-01-21 05:49:30
January 21 2016 05:46 GMT
#309
On January 21 2016 13:41 cLutZ wrote:

That hasn't been acceptable since they did the rune rework. Yes, the 2-5 basic runepages argument was fairly valid in S1-3, but if you continue to say this you are completely out of step with the reality of even Silver League LOL.


That is patently false because I've hit plat with using only Tier 2.5 runes on my smurf.

Heck I can probably even do it using only one runepage as long as I play only very specific champions.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
January 21 2016 05:57 GMT
#310
I'm not even sure what half of you are trying to say anymore.

like 3 pages ago the base argument was, what should be required to play ranked as far as I could tell,

now ???????????????????
Carrilord has arrived.
Volband
Profile Joined March 2011
Hungary6034 Posts
January 21 2016 06:34 GMT
#311
TeddyRO was challenger I believe without any runes.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2016-01-21 06:46:52
January 21 2016 06:44 GMT
#312
On January 21 2016 15:34 Volband wrote:
TeddyRO was challenger I believe without any runes.

TeddyRO rose to challenger using 2 Rune pages, not no runes, he played jungle mostly at a time where jungle was pretty Stagnant (bulwark all day), and whenever he had to lane he used a 9 pot start. though he was at his best season 1. and well, thats not a good example.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
January 21 2016 06:47 GMT
#313
source? 9 pots because you have a generic rune page I'm going to need a source.
Carrilord has arrived.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2016-01-21 06:54:19
January 21 2016 06:50 GMT
#314
On January 21 2016 15:47 Slusher wrote:
source? 9 pots because you have a generic rune page I'm going to need a source.

you need a source for... 9 pot start fad? that was huge everywhere until it got nerfed, It was a well known part of league history, like league of black cleavers or red elixir starts, 9 or 13 pot was used notably on stuff like kat mid, 9 pot was for starting with wards and 13 pot was for just grinding through a bad early game? or that teddyRO claimed to use only 2 rune pages, or that he was mostly known for season 1 play?
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2016-01-21 06:55:29
January 21 2016 06:52 GMT
#315
that was only good at the introduction of flask, most people called it flask/pots or pepsi/pots so I had no idea what the fuck you were talking about. Not really related to runes either, when flask was first introduced even people with 20 rune pages were starting that shit.
Carrilord has arrived.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2016-01-21 07:07:26
January 21 2016 06:59 GMT
#316
On January 21 2016 15:52 Slusher wrote:
that was only good at the introduction of flask, most people called it flask/pots or pepsi/pots so I had no idea what the fuck you were talking about. Not really related to runes either, when flask was first introduced even people with 20 rune pages were starting that shit.

Here's an old video of 13 pot start morde that dyrus played. spamming health pots as starting items was super viable back then until they limited you to 5 pots max in your inventory. It let you completely ignore early game issues, which worked well for teddyRO since he didnt run more than 2 rune pages so he was able to dedicate his pages to his main role and then just ignore his problems early game.

+ Show Spoiler +


Here's a video that i found of TeddyRO doing a 9 pot start on vlad when he was forced to lane with like a 5 second google search, you can clearly see he has runes

+ Show Spoiler +


That shit was around a LONG time man. i'm not sure how you don't know about it, or have at least at heard about it if you started after it was a thing. At the time of the dyrus video it was morde exclusive for the most part, but by the time the teddyRO video it had become a thing for any champ with a weak early game, vlad akali kat three of the more popular ones.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
January 21 2016 07:19 GMT
#317
that dyrus game is a famous troll game, look at the chat they are making fun of his starting buy??? Hardly evidence of 13 pot ever being a legit strat.
Carrilord has arrived.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2016-01-21 07:43:32
January 21 2016 07:21 GMT
#318
On January 21 2016 16:19 Slusher wrote:
that dyrus game is a famous troll game, look at the chat they are making fun of his starting buy??? Hardly evidence of 13 pot ever being a legit strat.

It was actually used. but 9-13 pot was absolutely done consistently for akali vlad and kat specifically, and a few others but honestly it was mostly only notable on those three. I mean you are trying to argue against history here. look it up yourself. i provided a couple videos from the first few i could find. I dont want to go back through really old scarra games to find him using it as well, when literally anyone who has been through that part of league could tell you as well. I provided evidence and a source for TeddyRO. find a source to prove me wrong if you don't believe what you see. The fact that you backed down on 9 pot says it all to me. you just want to find something you can say is wrong to discredit everything i said. The more interesting thing about teddy RO is that he actually sacrificed 2 wards in his 9 pot start to have a rejuv bead because his early game was so damn poor from his rune choices.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2016-01-21 07:30:45
January 21 2016 07:28 GMT
#319
you are right.
Carrilord has arrived.
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2016-01-21 08:15:58
January 21 2016 07:31 GMT
#320
On January 21 2016 11:47 Frolossus wrote:
i still feel like people vastly over estimate the importance of runes, particularly for new players.
after ~20-25 minutes most rune pages don't do a whole lot.

try jungling on new account without runes, play hec/ryze without ms runes,jax/irelia or any attack speed based jungler without AS quints, play any precision abusing champion like zed with standard ad page instead of armor pen, trust me it makes huge difference
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