Read moreIt's true we don't don't have access to the numbers the way you do, so I have a few questions for my own curiosity:
1) How differently do the old runes in contrast to the runes reforged perform mathematically in later stages of the game vs. early stages? In early stages of the game, I imagine (off the top of my head with no research done) that you're right about the old runes not being too different mathematically than the runes reforged, but I would think that as the game continues, the runes reforged offer more damage increases and reductions.
2) I'm not sure exactly how to word this, but how are the possible rune combinations affect the math behind what you said? What I mean is before, one restrictions were that MR glyphs offered more MR than any other runes which meant that if you wanted as much MR as efficiently as possible, you couldn't get CD gylphs. So this system created some limitations in what players could obtain. Now with runes reforged, players can on...
You have access to the exact same numbers I have. Google "League of Legends old Masteries" as I just did three minutes ago and look up all the old info you want.
Truly, the moment Runes Reforged launched, the itemless PvP combat of the game was unchanged. They fine tuned so hard that they gave Ezreal R 10 flat damage to compensate for the fact that it had a Bonus AD ratio. And again, I went back and spot-checked a few cases and the numbers really came out to nearly-identical. The only thing people really lost was 10% scaling CDR in Glyphs sometimes, and even then that was soft-refunded by the flat MR they gained.
In general, to your second point, people really didn't change rune pages very much. They didn't really even change mastery pages much.
In general, people still don't really make pregame choices because either they don't think to (fair), don't believe it's worth doing (it is), or don't think they know enough to make good choices (also fair). I think ...
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