Should LoL adopt the "Perk" system that HotS has? Pros and Cons
First of all I'll explain what the "Perk" system is. The Perk system in Heroes of the Storm is a set of options sometimes with both positive and negative effects that modify your Hero's abilities or stats (and sometimes add new effects too). Every so many levels your Hero is allowed to choose one of several Perks that are unique to each level. I'll explain more on this further down with an example.
Perks would allow a more intimate level of customization on each champion, and because each set of perks is tailored to each champion one can be modified without affecting other champions. An example in recent history of something that would've greatly benefited from the Perk system is the Devourer enchantment. When the Devourer enchantment was first released it made Warwick incredibly overpowered, along with a few other champions who relied on attack speed, or multiple fast hits. As a result of this, in the current system, the Devourer ITEM got nerfed significantly, as did Warwick.
This resulted in the Devourer enchantment becoming useless. With how things are now that result could not have been avoided. But what if we had a Perk system in place? Imagine, Devourer would stay in it's post-nerf state but certain jungler champions who would not be able to abuse it would have a perk at an early level to increase Devourer damage by a certain amount. Suddenly Devourer becomes viable again, while at the same time it cannot be abused.
In another theoretical example, let's use Blitzcrank in his current form with the self slow. Let's say Blitzcrank gets his first perk at level 3. These would be the Tier 1 perks, and he could only choose one of them. They would be as follows:
- Lower cost of Q (grab)
- Lower CD of Q (grab)
- Passive shield takes into account 5% more mana
- W now only slows him for .5 seconds instead on 1.5
A Blitzcrank who wants to spam his grab as often as possible would choose option 2. One who wants to conserve mana for whatever reason (that grab is pricey) would grab option 1. A Blitzcrank looking to be tanky would choose option 3, and one who wants to be exceptionally mobile would choose option 4. However, when he reaches level 8 and gets his Tier 2 Perk, they will be from a different selection, so he cannot have both "Lower Q CD" and "Lower Q Cost" at the same time.
I have no doubt that this would take considerable resources and effort to implement, but I sincerely believe that it's one of the things League needs most of all. Not to mention it would make balance significantly easier down the line. Riot would be free to nerf/buff certain aspects of champions or their interactions with items WITHOUT affecting everyone else who uses those items or those playstyles. Not to mention builds would be a lot more in-depth. The only real downside to this is the time it would take to implement.