Talk:Renekton/@comment-4929329-20130422064914/@comment-5009341-20130428195829

some runes/masteries/items/summonerspells are not viable while others are picked in every single game by pretty much everyone

here are some examples...there are unfortunuatly more problems

runes:

hp runes in general are kinda weak, they were too efficient in beta and S1, but now they are overpriced and inferior to other runes, even more after the hp items got cheaper and more efficient

on the other hand we have mr glyphs which are picked constantly by pretty much everyone, they allow reckless earlygame plays and make mages who mainly shine during early game much weaker, also the mr gained from glyphs masteries and GA is more then enough for ADC

unviable/ very very situational: lifesteal/ spellvamp/ MS/ gp10 seals

constantly abused: flat armor seals/ mr glyphs/ flat ad runes

masteries:

here riot did quite a good job to fix A LOT OF the issues the S2 and S1 masteries had, but still, spellvamp and lifesteel in the utility tree, why?

items:

permaabuse: bulwark/ gauntlet/ crucible

rarely used: elisias miracle

only BOT games: meja/ occult

spels:

FLASHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

every ranked 10 players, every ranked 9-10 flashspells, mainly because u can counter flash by picking it urself, but still, flash allows aggressive gamplay/ initiations/ jukes and other amazing stuff, which was intended, what was not intended is, that this spell is like a get-out-of-jail idiot prove escape mechanism and allows more reckless and stupid gameplay

but the main problem is: it kills diversity, because u can in most situations only counter flash by picking it urself

on the other end of the spectrum we have clarity/ clairvoyance/ revive/ cleanse spells which are rarely picked cause they have some flaws