Alright, this will be long, but I'll make it good.
Let me start off by responding to existing posts in this thread before I get into the meat of things.
I disagree. My fully maxed out heroes with their fully maxed out runes have all been from green runes that look promising and develop into near perfect runes. Green runes are not fodder. Bad runes are fodder, regardless of their color. What constitutes a bad rune? That's up to you.
Firstly, hi ! Second, I have to disagree. I do not think removing the rune cap is the best solution. There is a technical reason for this limitation. Just imagine how much server space it takes for millions of players to store thousands of runes. It's just not feasible.
Ok, now let's get into this. It's always funny to me when people run into an issue, and seek to resolve the issue without considering if it's the result of a much larger problem. And thats what we have here. Let me explain. As I stated above, the limit can't be removed. However it could be increased, but what does that really accomplish? Nothing. Let's say they increase it from 500 to 1000. That's all fine and dandy, except before you know it you will be sitting at 1000 runes and running into the same problem. What do you then? Increase it to 1500? You'll just keep having the same issue over and over again. It's not going to help. To really understand the problem you have to understand why people are hanging on to so many runes. There's two big reasons for this.
First reason is that players want the flexibility to retain multiple sets of runes to allow for experimentation with builds and team make ups. This is completely understandable. I have a dozen of really powerful runes I hang on to for this reason. One week they go on one hero. The next week they go on a different hero. This is no problem. And the 500 rune limit allows for this.
Second reason is that players just can't decide whether a rune is worth keeping around or not. If it's a green rune it might just turn into a great rune if you could invest in it and make it orange. However, this is problematic since nobody has enough resources to turn every green rune into an orange one to see all the stats. So what do you do then? You hang on to it for when you do.
After hitting the 500 limit several times in a single week I decided to devise a system that would allow me to quickly determine if a rune was fodder or worth investment. When I hit the cap I just simply run through this system until I'm only left with runes I really want to have, but I will eventually hit the cap again. This is obviously time consuming and not something everybody wants to be doing everything couple of weeks so it's not a solution, just a workaround. I'm also not sharing it
"Yeah Rob, so what does all this mean? What's your brilliant solution?"
Well I don't have one, but a step in the right direction would be to allow players to make that determination without having to spend ruinicite to do so. One thing that could be done is to do away with the concept of green, blue, purple, and orange runes revealing new stats and simply showing all stats from the very beginning. This would allow a player to determine that a rune was useless because it had, say 4 type damage bonuses.
What do you guys think?