I've played around 10 games in the new runes system.
While I was originally looking forward to it, so far I'm mostly disappointed for a few reasons:
- It encourages a lot of cheese, and champions feel more separated from their identities, and are able to overcome a lot of their inherent weaknesses of their class a lot more (classes now feel more tied to runes than the champions in the class themselves)
- There are a lot of minor runes you can't view about an enemy that are important when making decisions in game
- There's less clarity and counter play since there appears to be a lot more power in the game, one shot potential
- Strategies for the early game feel too strong, and scaling strategies feel ridiculous if you get there
- there's a lot of investment required to practise and relearn the game to climb solo q for next season
A few issues with specific runes / items:
- Press the attack is a bit like deathfire touch, may be better if the additional champ is tied to the person with the mastery who procs it
- Arcane comet is unreliable since its easy to dodge
- Stopwatch is unkind to zed, think he may need some power elsewhere in his kit to compensate
- Fleet footwork feels underpowered in comparison to the other two keystones runes in the precision tree
Understand it's preseason however, and there's a long time until the next season to adjust balance.
I think there are some advantages too as a player that's been playing catch up starting late season 5, I'll be relearning with some veterans and may be at less of a disadvantage.
I like the simplicity of the system, and the ability to customise runes / rune pages depending on the game.