Runes heve a balancing poblem: They are not based on motion values
Here I start talking about runes but then I end up talking about weapons in general, the solution i proposed solves this kind of problem you mentioned, there are many examples of 1 to 1 comparisons like this one that showed us that results in a clear winner, whether it’s range, damage, moveset. we could bring each weapon to the same level and do the comparison but, here I propose a solution that makes the game easier to balance for the devs even if they probably have to rewrite some code.