There is a fundamental problem with the weight of power with runes. Talents are balanced by all of us getting the same number of them and each one only does small increases in specific areas, with 11, 21, and 31 point talents being impactful in power.
How are items balanced? They are given a weighted item value and stats are distributed within that value
Now lets look at runes. they completely vary in power with no rhyme or reason to it besides “trust me bro”
Look at some of the power put into these atypical “Tank” runes like paladin, warlock shaman etc… so many things put into 1 rune ability
Hand of Reckoning for Paladin doesnt just give them a taunt, that would be powerful enough on its own… it also gives
80% Righteous Fury Threat
25% Mana returned from heals
Damage reduction below 35% HP
This basically turns a paladin into a tank with 1 skill, forget talents or anything
My point with all of this is that if there is no method of “weighing” the allocation of power within these runes then balance will be impossible and certain runes will just be the go to.
Its a nice idea but the way its been implemented doesnt seem to be great for the long haul
Just seems half baked overall