Originally Posted by RiotNome
I've actually noticed this as well.
I've talked (internally) quite a bit about how incredibly difficult this game is to balance in comparison to competing MOBAs (having worked on them). It's because the variance between games is dependent on a lot more factors--AD/AP scaling, runes, and masteries being the biggest offenders. Dominion is interesting because it generally presents the maximized balance case since gold flow is so high. It's a lot different for SR, because there's a bigger focus on PvE play rather than PvP, and the small bursts of PvP can shift the direction of the entire game.
Good to see somebody up there notices.
Something has always bugged me and it's that why bother having runes and masteries? It makes your job of balancing far more difficult than it needs to be.
I played a few low level SR with some friends and I enjoyed it far more without runes or masteries. Actually made things alot more interesting, especially going bot as Naut w/ smite while my friend was Teemo.
I mean people will complain about lack of customisation, but that's the point in Champions being unique from each other in the first place, and theres no reason you couldn't buff base stats to be inline with common rune page setups.
You're right that AP scaling is part of a the issue but AP is just part of LoL's "flavour" of MOBA. Personally I don't have a problem with it, when you get items such as Blackfire that essentially give an AP a 5th source of pretty decent damage, it tends to through balance out of whack quite badly in some cases.